To Game or Not to Game: The Use of Gamification in Teaching Business English
To Game or Not to Game: The Use of Gamification in Teaching Business English
Author(s): Beata Bury
Subject(s): Foreign languages learning
Published by: Wydawnictwo Uniwersytetu Śląskiego
Keywords: gamification; online games; motivation; engagement; Business English;
Summary/Abstract: Gamification has become an increasingly popular concept in teaching. The power of gamification has been acknowledged in education and it is believed that, when properly implemented, games can engage and motivate learners. Games increase students’ level of attention and their persistence in learning.This article aims at discussing some examples and contexts where gamification can be applied. It also concentrates on the salient features of gamification other than providing fun and entertainment. This article investigates the usefulness of using Web 2.0 games to help students master business vocabulary. It also discusses the application of gamification techniques in the classroom to facilitate students’ engagement and foster their learning. Two online games, namely Quia, and Jeopardy, were used to conduct an experiment among the university students. An online survey was carried out to learn students’ attitudes towards the use of gamification techniques in revising business vocabulary.Results from this study show that the use of gamification techniques in teaching Business English can be an effective tool to enhance students’ involvement and learning. By exposing students to gamification techniques, educators raise their level of participation and provoke positive emotional responses.
Book: Materiały i media we współczesnej glottodydaktyce. Wybrane zagadnienia
- Page Range: 165-176
- Page Count: 12
- Publication Year: 2018
- Language: English
- Content File-PDF