Gamified and Game-based EFL: Moving from Traditional to Online Classroom

Abstract

This paper provides practical solutions for adapting traditional EFL classes to the digital environment. It recaps gamification strategies and proposes the use of videogames in class. Learners are viewed through the prism of the generational approach (Gen Zers, Gen Yers, Gen Xers, etc.), which helps to find the best way to take into account and address their habits and needs. While this study bases its approach on quantitative and qualitative findings, it still suggests the use of pre-course surveys for choosing the best teaching method and resources. Finally, post-course feedback provides valuable information to be considered when designing new courses. Overall, this research promotes active collaboration between teachers, students, and course organizers, and aims to create a motivational environment conducive to efficient second-language acquisition. The digital tools used in this study include Edmodo, Popplet, Classcraft, Padlet, Kahoot, Quizlet, Minecraft: Education Edition, Monkey Island, and Grim Fandango, among others.

Presenters

Alexia Larchen Costuchen
Associate Lecturer, Applied Linguistics, Universitat Politècnica de València, Valencia, Spain

Details

Presentation Type

Paper Presentation in a Themed Session

Theme

Considering Digital Pedagogies

KEYWORDS

Teaching English as a Foreign Language, Gamification, Videogames, Virtual Classroom

Digital Media

Downloads

Gamified and Game-Based EFL - Costuchen (pdf)

Gamified_and_Game-Based_EFL_A_Larchen_Costuchen.pdf