dc.description.abstract |
[eng] This dissertation aimed at exploring the use of different gamification tools to learn
English as a foreign language (EFL). In particular, it sought to analyse whether
games are effective tools to learn English in the context of secondary education,
and, if so, whether they contribute to improving specific language skills. Several
studies have already shown the effectiveness of gamification and game-based
learning (Hartt et al., 2020; Rodríguez-Fernández, 2017). Gamification can be
defined as “the use of game elements and game design techniques in a nongame context” (Zarzycka-Piskorz, 2016). Among its benefits, one of the most
relevant is that it increases students’ motivation, emotional involvement and
enjoyment while learning a foreign language (Hartt et al., 2020). Furthermore,
games “enable to integrate both intrinsic and extrinsic motivational components
to make players feel more motivated to engage in the target activities” (p. 592).
As a result, this study intended to test the use of Kahoot!, EdPuzzle and Quizlet
both inside and outside the classroom with 4th ESO students in a secondary
school in Mallorca for a period of approximately six weeks. Apart from that,
students were delivered a pre-survey and a post-survey to be answered before
and after the experiment respectively, to know their perceptions on the use of
gamification tools to learn English. Then, results from the two surveys were
compared to see if significant differences were observed. Overall, the study
showed that games are very useful tools inside and outside the classroom as
long as they are used responsibly and in addition to other teaching materials.
Taking this into account, it also offered a didactic proposal with diverse activities
to apply twelve different gamification tools to the EFL classroom throughout the
whole academic year. |
ca |