Abstract
Language games have always been the reinforcement activities in second language acquisition. Such activities will not only help the learners to retain the knowledge but to ensure the sustainability of it for a long run. It was not until the early 2000s when researchers began to carry out studies on online language games. Soon after, the terminology of Language Gamification came into perspective. This paper discusses on the notion of language gamification from a teaching perspective. It starts by discussing the related theories on language gamification and second language acquisition before moving to discussing on creating gamification in classroom. This paper is also set to disclose the ramifications of language gamifications in teaching and learning.
 
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Highlights
IntroductionMyhre (2015) on the other hand defines gamification, as opposed to the idea of game itself, as a mechanism of bringing in the mechanics of a game into a non-game product or service
Before we further explore on language gamification that mirrors the learning theories, we must first understand that any language gamification is often piloted on two types of learning; E-learning and M-learning
Language gamification provides a platform for educators to become one
Summary
Myhre (2015) on the other hand defines gamification, as opposed to the idea of game itself, as a mechanism of bringing in the mechanics of a game into a non-game product or service With these stated, it is understood that gamification generally refers to the technique of making something interesting and likeable. In English language T&L, the notion of gamification is still new and has not been ventured by many educators Those who advocate it, believe that the idea of gamification can be a good platform of making classroom lesson to be more interesting. Myhre (2015) mentions that language gamification functions to lift student’s morale and motivation in classroom This is due to its engagement element and its features that are similar in nature with the games played by students at home. This chapter will further explore the idea of language gamification in T&L from the view of teaching and will provide some insights that may be useful for further research and application in the classroom
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