This paper has discussed how to design and develop Gamified Problem-Based Learning (GPBL) module for College English teaching in China. It has focus on outlining how GPBL has been effective in enhancing the academic achievement, interest, and self-efficacy of students. The paper has used secondary methods. Through a systematic review of 15 studies on GPBL, this paper on understanding the process of design and development of GPBL and its impact on student achievements, interest and self-efficacy. The findings from the review have indicated that out of 15 reviewed studies, 8 reported improved academic performance, 9 reported increased student interest and motivation for learning, and half presented an increase in self-efficacy through GPBL. The findings of this study have also represented that GPBL actively engages students in the process of learning, reduces learning anxiety, and promotes confidence with incremental successes provided by gamified elements. Therefore, it can be said that this study presents the potential of GPBL to become a transformative tool in teaching the English language to students in China.
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