The Modern Principles of Gamification in the Teaching of English as a Foreign Language

Authors

  • Olesia Yaroshenko Kyiv National Linguistic University
  • Lyudmyla Kokorina Horlivka Institute for Foreign Languages of State Higher Educational Institution "Donbas State Pedagogical University"
  • Iryna Shymanovych Berdyansk State Pedagogical University
  • Nataliia Naumovska Taras Shevchenko National University of Kyiv
  • Nataliia Shchaslyva National Pedagogical Dragomanov University
  • Nataliia Serdiuk Hryhorii Skovoroda University in Pereiaslav

DOI:

https://doi.org/10.18662/rrem/14.1Sup1/560

Keywords:

game situation, gamified reality, educational and game experience, motivation, the optimization of educational process, naturalness, self-efficacy

Abstract

In this article the didactic phenomenon of gamification as a universal tool for optimizing the educational process among pupils of primary school and any other actors of the educational process is substantiated. The aim of the article is to analyze the views of present-day scholars on the leading aspects of gamification of the educational linguodidactics process, to determine the structural, methodological and psychological features of the elements of game at the lessons of English as a foreign language in primary school and to illustrate these features with fragments of the authorial experience.

Research methods are the following: theoretical analysis and generalization of scientific literature; qualitative methods of finding out the essence, features and benefits of gamification; methods of modeling and representation of ways to use elements of a game at English lessons.

The epistemological and pragmatic context of the article is determined by the digital gamified environment of the child's life and activity, which has acquired global dimensions and has affected onto all spheres of life, including education. The main ideas of the article that were proved and discussed are: a)primary school age is the most sensitive for the learning of foreign language directly in the game; b) gamification occupies one of the leading places in increasing a motivation and involvement pupils for the high level educational activity; c) with the appropriate organization and methodological support of gamified classes, it is possible to achieve effective synergy of game and innovative forms of work; d) it is possible to formulate at least 5 basic principles of gamification (actually game or those that are naturally realized during the didactic game); e) gamification is a universal methodological tool for achieving various didactic goals at any stage of a lesson.

The international significance of this article is determined by: a) the entry of gadgets, virtual and gaming reality in all areas of a human cognitive activity; b) the spread of English as the first international language in the world; c) the need for inventory, definition of functions and efficiency of a gamified educational space.

References

Bim, I. L. (2002). Lichnostno-orientirovannyi podhod - osnovnaya strategiya obnovleniya shkoly. Inostranniye yazyki v shkole, 2, 11-15.

Cruaud, C. (2018). The playful frame: gamification in a French-as-a-foreign-language class. Innovation in Language Learning and Teaching, 12 (4), 330-343. https://doi.org/10.1080/17501229.2016.1213268

Danowska-Florczyk, E., & Mostowski, P. (2012). Gamification as a new direction in teaching Polish as a foreign language. ICT for Language Learning. https://conference.pixel-online.net/conferences/ICT4LL2012/common/download/Paper_pdf/272-IBT55-FP-Florczyk-ICT2012.pdf

Derkach, A. A. (1991). Pedagogicheskaya evristika. Iskusstvo ovladeniya inostrannym yazykom. Pedagogika.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining Gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). MindTrek. https://doi.org/10.1145/2181037.2181040

Dobychina, N. V. (2013). Kompyuternyie igry - teatr aktivnyh deystviy. Filosofskiye problem informatsyonnyh tehnologiy I kiberprostranstva, 1, 149-158.

Fleming, N. (2018). Gamification: Is it game over?. Bbc.com. http://www.bbc.com/future/story/20121204-can-gaming-transform-your-life

Foomani, E. M., & Hedayati, M. (2016). A seamless learning design for mobile assisted language learning: An Iranian context. English Language Teaching, 9(5), 206-213. https://doi.org/10.5539/elt.v9n5p206

Hamari, J., Koivisto, J., & Pakkanen, T. (2014). Do Persuasive Technologies Persuade? - A Review of Empirical Studies. In: Spagnolli, A. et al. (Eds.), Persuasive Technology, LNCS 8462 (pp. 118-136). Springer International Publishing.

Herger, M. (2017). Enterprise Gamification. Coursera. University of Pennsylvania, Philadelphia. http://enterprise-gamification.com/index.php/de/blog/4-blog/79-the-gamification-tipping-point

Igna, O. N. (2011). Imitatsyonnaya (modeliruyushchaya) tehnologiya v professinalnoy metodicheskoy podgotovke uchitelia inostrannogo yazyka. Vestn. Tomsk state. ped. University [TSPU Bulletin], 9(111), 186-190.

Kapp, K. M. (2018). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.

Kapsargina, S. A., & Olentsova, J. A. (2019). Using the elements of gamification on LMS MOODLE in the discipline of foreign language in a non-linguistic university. Baltiyskiy Gumanitarniy Zhurnal, 8(1), 26. https://www.elibrary.ru/item.asp?id=37146809

Karatekin, İ. (2017). The use of gamification in teaching foreign language vocabulary for beginners [Unpublished Master's thesis]. Çağ Üniversitesi Sosyal Bilimler Enstitüsü.

Kim, A. J. (2000). Community building on the web: Secret strategies for successful online communities. Addison-Wesley Longman Publishing Co., Inc.

Levin, M. (2011, June 06). Kak tehnologii izmeniat obrazovaniye : Piat osnovnyh trendov [How technology will change education: five main trends]. Forbes. http://www.forbes.ru/tehno/budushchee/82871-kak-tehnologii-izmenyatobrazovanie-pyat-glavnyh-trendov

McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Books.

Meske, C., Brockmann, T., Wilms, K., & Stieglitz, S. (2016). Social Collaboration and Gamification. In S. Stieglitz, C. Lattemann, S. Robra-Bissantz, R. Zarnekow, & T. Brockmann (eds.), Gamification (pp. 93-109). Progress in IS. Springer, Cham. https://doi.org/10.1007/978-3-319-45557-0_7

Nerubasska, A., & Maksymchuk, B. (2020). The Demarkation of Creativity, Talent and Genius in Humans: a Systemic Aspect. Postmodern Openings, 11(2), 240-255. https://doi.org/10.18662/po/11.2/172

Nerubasska, A., Palshkov, K., & Maksymchuk, B. (2020). A Systemic Philosophical Analysis of the Contemporary Society and the Human: New Potential. Postmodern Openings, 11(4), 275-292. https://doi.org/10.18662/po/11.4/235

Onishchuk, I., Ikonnikova, M., Antonenko, T., Kharchenko, I., Shestakova, S., Kuzmenko, N., & Maksymchuk, B. (2020). Characteristics of Foreign Language Education in Foreign Countries and Ways of Applying Foreign Experience in Pedagogical Universities of Ukraine. Revista Romaneasca Pentru Educatie Multidimensionala, 12(3), 44-65. https://doi.org/10.18662/rrem/12.3/308

Rachels, J. R., & Rockinson-Szapkiw, A. J. (2018). The effects of a mobile gamification app on elementary students ’Spanish achievement and self-efficacy. Computer Assisted Language Learning, 31 (1-2), 72-89. https://doi.org/10.1080/09588221.2017.1382536

Tekinbas, K. S., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. MIT Press.

Veljkovic, M. M. (2017). Gamification in Foreign Language Teaching: Do You Kahoot ?. In Synthesis 2017-International Scientific Conference on Information Technology and Data Related Research (pp. 511-516). Singidunum University. https://doi.org/10.15308/Sinteza-2017-511-516

Downloads

Published

2022-03-24

How to Cite

Yaroshenko, O., Kokorina, L., Shymanovych, I., Naumovska, N., Shchaslyva, N., & Serdiuk, N. (2022). The Modern Principles of Gamification in the Teaching of English as a Foreign Language. Revista Romaneasca Pentru Educatie Multidimensionala, 14(1Sup1), 437-452. https://doi.org/10.18662/rrem/14.1Sup1/560

Publish your work at the Scientific Publishing House LUMEN

It easy with us: publish now your work, novel, research, proceeding at Lumen Scientific Publishing House

Send your manuscript right now