Abstract
Students’ active engagement and participation in the learning process has always been the most desirable factor in English Language Teaching (ELT) classes. Yet, it remains challenging for educators to engage students and make them participate. This qualitative research addresses the potential for exploiting gamification and interactive activities to achieve improved engagement in ELT classes. The integration of technology in education enables educators to use web-based games and interactive activities in ELT classes to get students’ engagement. An analysis of the research done in the related fields proves that games and interactive activities, integrated with technology, can be more effectively used in ELT classes to deliver better outcomes, which include enhanced motivation, active engagement, and willing participation of learners in the learning process. Another observation is that the current scenario has reinforced the need for using gamification and interactive activities in online classes. For instance, pedagogical applications like Forum (Moodle), Nearpod, Kahoot!, and H5P can be used in both regular face-to-face classes and in online classes. A careful analysis of some research findings proves that educators face a number of difficulties such as lack of training and insufficient time to prepare. However, the researchers in the field have also provided some possible solutions such as collaboration at different levels. The present scenario demands new approaches as online classes necessitate the implementation of modern techniques such as web-based gamification and interactive activities in order to actively engage students in ELT classes.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
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.