Abstract

Digital gamification has been argued to be a fun and enjoyable method to support English as a Second Language (ESL) and to ease the gap between students’ learning and educational practice. This systematic review presents an overview on the use of gamification in learning language skills in ESL classrooms. Furthermore, this review study maps learning experiences of learners and their learning outcomes when they deal with language skills through gamification. For this systematic review, 16 publications dating from 2016 through 2021 were studied. These studies reported positive effects of gamification on learners’ learning experiences and their learning outcomes. Being enjoyable, engaging, motivating and fun were positive learning experiences of gamification learning in ESL environments. Content language learning, engagement, motivation, and satisfaction were targeted learning outcomes of gamification learning. This review provides suggestions on how to design digital gamification for students and their corresponding learning experiences and outcomes.

Full Text
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