Gamification in Tertiary Education -Impact on ESL Student Motivation for Out-of-class Learning-
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説明
Gamification involves incorporating game-like elements into educational contexts to enhance motivation and engagement. These elements include rewards for achievements and the display of names and scores on leaderboards. The goal is to generate higher levels of excitement and involvement in the classroom or in the completion of assignments. While extensive research has focused on gamification in primary and secondary education, its application in tertiary education remains less explored. To address this gap, this study focused on English as a Second Language (ESL) university students and their responses to gamification techniques used for out-of-class reading assignments. It was hypothesized that incorporating these techniques would motivate learners to surpass the minimum reading requirement each week. Data collection showed that without gamification techniques, an average of 10.43% of students surpassed the minimum reading requirement by at least 10% each week. With gamification techniques, an average of 17.73% of students surpassed the minimum reading requirement by at least 10% each week. Over whole semesters the percentage of students who achieved the total reading requirement increased from 58.23% to 64.00%. However, there was no significant change in the average total word count read by students when the gamification techniques were employed. Also, the gamification techniques did not result in a significant number of students exceeding the total word count target.
収録刊行物
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- 京都橘大学研究紀要
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京都橘大学研究紀要 (51), 75-82, 2025-02-22
京都橘大学研究紀要編集委員会
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詳細情報 詳細情報について
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- CRID
- 1050585407778791168
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- NII書誌ID
- AA12113214
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- ISSN
- 18830307
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- 本文言語コード
- en
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- 資料種別
- departmental bulletin paper
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- データソース種別
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- IRDB