Abstract

This study aims to develop a gamification-based English reading learning application and teaching model for Korean middle school EFL learners to improve their English reading comprehension, motivation, and self-efficacy. This application was designed based on eight elements of game design (points, levels, badges, leaderboards, rewards, progress bars, storylines, and feedback). Each game design element is utilized to (a) improve EFL learners’ motivation and self-efficacy in English reading and (b) promote the use of English reading strategies. The English reading strategies are provided differently according to pre-, while-, and post-reading stages to improve EFL learners’ English reading comprehension. Moreover, this study also suggests how to use this newly developed application effectively in an English reading classroom. This study is meaningful in that it systematically not only presents an innovative method for Korean EFL learners’ English reading comprehension, motivation, and self-efficacy but also proposes an English reading teaching model with each English reading strategy through gamification in the field of English teaching and learning. In particular, a gamification-based English reading learning application allows Korean middle school EFL learners to be engaged and motivated in English reading. More detailed discussions and suggestions are given for English teachers and further potential research directions.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.