Abstract
The use of games in education has received much attention from educators who perceive games as a motivational tool that can enhance their teaching and learning practice. Gamification in education is a relatively new field that promotes the use of games for educational purposes. Gamification or game-bases teaching is a growing trend among educational institutions, which use it to promote training, develop problem-solving skills in learners, and enhance the learning experience. The present paper aims to revisit the literature on the use of gamification in educational settings. Specifically, the paper discusses the use of gamification for teaching and learning English in the ESL/EFL context. Games have been used effectively with language learners to develop their skills in speaking, listening, writing, reading, and grammar.
Highlights
1.1 Introduce the ProblemGamification is a relatively new concept related to several fields, including but not limited to business, training, social policy, and education
The present paper aims to revisit the literature on the use of gamification in educational settings
Game-based learning as means to develop the grammar of English language learners
Summary
Gamification is a relatively new concept related to several fields, including but not limited to business, training, social policy, and education. Kapp (2012) believes that gamification is a growing trend among educational institutions, who use it to promote training, develop problemsolving skills in learners, and enhance the learning experience. The term has been used by researchers to promote the use of games in educational settings. Gamification refers to using game design elements in learning activities. Kapp (2012) defines gamification as “using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems” Kirillov, Vinichenko, Melnichuk, Melnichuk, and Vinogradova (2016) point out that gamification means applying game mechanics, elements, and principles in non-gaming contexts such as education
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