Research Proposal:
How
Gamification Can Enhance Vocabulary Learning with Teenagers in the EFL
Classroom in the Province of Buenos Aires
Selena
Barriento, Natalia Feliú, Laura Matías, Tamara Páez and Bárbara Sena
Abstract
The
aim of this research is to describe the effects of gamification when learning
vocabulary on English as a Foreign Language (EFL) students, aged 12 to 13, in
the province of Buenos Aires, Argentina. An experimental study
to observe the relation between vocabulary learning and gamification will be
carried out. Data will be collected using a pretest-posttest design and structured
questionnaire after the study. Then, both the quantitative and qualitative
evidence will be analyzed. The findings are
expected to show how gamification can facilitate the vocabulary learning
process. It will also shed light on other aspects that may hinder the
game-related procedures. Personality traits, engagement, motivation and time
constraints are some of the factors that will be examined. The outcomes of this research will
provide pedagogical implications and further guidance for the usage of games in
the EFL classroom.
Keywords: gamification, vocabulary learning, teenagers, EFL,
motivation, engagement
How Gamification Can Enhance
Vocabulary Learning with Teenagers in the EFL Classroom in the Province of
Buenos Aires
Technology
has paved its way into diverse contexts, including that of education where new
approaches to learning and teaching have emerged. The possibility of
incorporating gamification tools at schools has generated wide interest among
teachers. According to
Dichev and Dicheva (2017) “gamification of education is a developing approach
for increasing learners’ motivation and engagement by incorporating game design
elements in educational environments” (p.1).
The English as a Foreign Language (EFL) classroom has not been an exception to
this tendency where gamification has created diverse scenarios for newer and
richer learners’ experiences.
In the
following literature review, several sources were consulted to delve into this
approach.
Welbers, K., Konijn, E. A., Burgers, C.,
Bij de Vaate, A., Eden, A., & Brugman, B. C. (2019). Gamification as a tool
for engaging student learning: A field experiment with a gamified app. E-Learning and Digital Media, 16(2),
92-109. https://doi.org/10.1177/2042753018818342
Welbers
et al. (2019) state the term gamification was first used in reference
to the application of game mechanisms in different
contexts to increase engagement. It has been mainly used in business and
marketing, and then moved to educational settings becoming a popular tool to
foster learning. Gamification means “using game-based mechanics, aesthetics and game thinking to engage
people, motivate action, promote learning, and solve problems'' (p. 94).
Figueroa, J. (2015). Using Gamification
to Enhance Second Language Learning. Digital
Education Review, 21, 32-54. https://www.researchgate.net/publication/278328067_Using_Gamification_to_Enhance_Second_Language_Learning
Figueroa
(2015) explains education has recently become more technological-oriented. “The
main objective of gamification is to increase participation and motivate users
through the use of game elements such as points, leaderboards, and immediate
feedback among other things” (p. 37). These features have helped learners
engage better and gain more productivity and creativity. Educators have started choosing these tools to offer their learners a more enriching
experience.
Lee, J. & Hammer, J. (2011).
Gamification in Education: What, How, Why Bother?
Academic Exchange Quarterly, 15(2), 1-5. https://www.researchgate.net/publication/258697764_Gamification_in_Education_What_How_Why_Bother
The
authors explain how gamification provides opportunities for experimenting with
social roles, emotions, rules, and feedback. The existence of game-like elements might highly motivate
students to learn better, but it does not translate directly to engagement.
They introduce gamification as a challenge because its application might absorb
teachers’ time and imply the use of new resources. It is possible that students
get used to learning only when provided with external rewards, resulting in
project failure.
Mohandas, E., Hussin, A. and Syed Ahmad,
T. (2020). Language Gamification in ESL Classroom: Teaching Perspective. European Journal of Open Education and
E-learning Studies, 5(2),
178-188. http://dx.doi.org/10.46827/ejoe.v5i2.3445
These authors claim teachers are required
to shift from traditional teaching to contemporary methods. In order to enhance
teachers’ classroom practices, Mohandas et al. (2020) propose several steps to
design flexible and interchangeable language games according to students' needs
and context. The need to represent a continuous challenge, an interesting
storyline, immediate and useful rewards, and a combination of fun and realism
are key features that make an educational game successful.
Even though recent studies make an
emphasis on the positive aspects gamification may bring into the classroom,
Dichev and Dicheva (2017) hold there is still a lack of empirical evidence on
how to implement gamification in a coherent and efficient way. Research has failed to prove
how gamification in the EFL classroom leads to knowledge acquisition. Hence,
further investigation is required to understand the connection of games with
specific course content. The general objective of this
research is to analyze to what extent gamification is a useful strategy to
learn new vocabulary for teenagers aged 12 to 13 in the EFL classroom in the
province of Buenos Aires, Argentina. The specific objectives are to explore
what game design activities foster learning and to identify the factors that
may hinder game-related activities.
This paper is organized into different parts. An introduction
covering a literature review, research objectives and paper structure is
included in section one. The delimitations and limitations on
section two will address aspects which were deemed to narrow down the scope of
this research. The procedures and the methods employed to carry out this work
will be developed in section three. Lastly,
the expected outcomes and the appendixes will be covered in sections four and five respectively.
Delimitations and
Limitations
Delimitations
This
research will be carried out in a private school in the city of Pilar, Buenos
Aires, Argentina. Twenty students attending 1° year of secondary school will
participate in the study. They are between 12 to 13 years old, and they have
all been studying English as a Foreign Language since primary school, having
two-hour lessons per week. Their current level of the language, according to
the Common European Framework of Reference, is A1. The teacher in charge of the
course plans the lessons following the requirements of the school curriculum.
The chosen
school has Internet connection available, and every classroom counts with a
projector and audio system. Students are used to working with a virtual
platform; furthermore, all of them have cell phones, which may be used in class
with a pedagogical purpose. To analyze the impact of gamification, different
games will be designed. Students will be introduced to online games using
Kahoot! (2022) and Wordwall (2022), and they will also be asked to participate
in traditional games, such as miming, bingo, and hangman.
Limitations
To evaluate whether gamification is a helpful strategy to learn vocabulary, different digital games have to be designed and later used in the classroom. Students might not be familiar with gamification strategies or applications, so close guidance should be provided by the teacher. The use of these types of activities may be affected by the availability of technical resources in the classroom. As for games which require students to be involved actively, classroom size and number of students could interfere. Moreover, students might respond in different ways according to what they are asked to do. Emotional factors, group dynamics, level of difficulty, and time constraints may affect the development and outcomes of the research. Learners may need assistance to understand and complete a self-reflection questionnaire at the end of each stage in the study.
Methods
Participants
Twenty
students from 1° year of a private secondary school in Buenos Aires will
participate in this study. Their participation will be voluntary and subject to
their parents’ consent.
Materials
Parents’
legal consent (see Appendix A) will be required before the start of the
research. Quizzes will be used to check students’ previous knowledge at the
beginning of each stage and afterwards to measure the vocabulary learnt.
Different types of games will be included during the study. Games using
different digital tools and strategies will be designed, using platforms such
as Kahoot! (2022) and Wordwall (2022). Other game-related activities will be
implemented such as bingo, miming games and hangman. To gather data for the
study, Likert scale questionnaires will be completed by students (see Appendix
B) and observation sheets by the teacher.
Procedures
Before
starting the study, legal authorizations will need to be signed by students’
parents. This measure is a requirement to protect the participants’ privacy and
to inform parents about the procedures which will be carried out. Two different
stages will be needed to carry out this study.
During
stage one, the students will work with a selected list of vocabulary through a
period of two weeks without being in contact with any kind of gamified
activity. In the beginning, the group will do a quiz to check previous
knowledge on the vocabulary presented. At the end of the non-gamified weeks,
students will do the same quiz to check their progress. Both quizzes will be
compared.
Throughout
Stage 2, students will do a quiz at the beginning of two weeks with the new
vocabulary input. This time, the group will play different types of games
through the allotted period of time. At the end of the two weeks, progress will
be checked by doing the same quiz and the outcomes of both stages will be
compared. The teacher will write class observations and students will be asked
to answer a self-reflection questionnaire.
Expected Outcomes
Through this research students will be exposed to different teaching situations in which a variety of games are used in order to foster the learning of new vocabulary. Some of them will be of students’ liking and others may hinder learning. Students learn faster and more straightforwardly not only when they are engaged and motivated but also when they are challenged. Therefore, students are expected to best remember those words which have been learnt in a creative or motivational environment. Gamification could be considered a fruitful technique to apply when teaching vocabulary. The outcomes of the research will vary according to different factors, such as games’ characteristics, classroom and groups’ variation, and students’ personalities and interests. After analyzing the results, those games which benefit students’ performance will be highlighted. This research is expected to shed light on gamification techniques that can provide positive results in the classroom. Teachers will benefit from its outcomes as they can take it as guidance when planning their lessons.
References
Dichev, C. & Dicheva, D. (2017). Gamification in education: what is known, what is believed
and what remains uncertain: a critical review. International Journal of Educational Technology in Higher education,
14(1), 9. https://doi.org/10.1186/s41239-017-0042-5
Figueroa, J. (2015). Using Gamification to Enhance Second
Language Learning. Digital Education
Review, 21, 32-54. https://www.researchgate.net/publication/278328067_Using_Gamification_to_Enhance_Second_Language_Learning
Kahoot! (2022). Kahoot! [Mobile app]. App store. https://kahoot.com/home/mobile-app/
Lee, J. & Hammer, J. (2011). Gamification in
Education: What, How, Why Bother? Academic
Exchange Quarterly, 15(2),
1-5. https://www.researchgate.net/publication/258697764_Gamification_in_Education_What_How_Why_Bother
Mohandas, E., Hussin, A. and Syed Ahmad, T. (2020).
Language Gamification in ESL Classroom: Teaching Perspective. European Journal of Open Education and
E-learning Studies, 5(2),
178-188.http://dx.doi.org/10.46827/ejoe.v5i2.3445
Welbers, K., Konijn, E. A., Burgers, C., Bij de Vaate, A.,
Eden, A., & Brugman, B. C. (2019). Gamification as a tool for engaging
student learning: A field experiment with a gamified app. E-Learning and Digital Media, 16(2), 92-109. https://doi.org/10.1177/2042753018818342
Wordwall.
(2022). Wordwall [Software]. https://wordwall.net/es
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