GAMIFICATION-BASED APPS IN TEACHING AND LEARNING ENGLISH: A SYSTEMATIC LITERATURE REVIEW

KOMILIE SITUMORANG
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Abstract

The use of gamification-based apps has gained popularities in the last few years as teachers were forced to be creative in designing the teaching and learning activities during the pandemic. This study is a Systematic Review using Prism methodology which aims to seek what gamification-based apps have been researched, methodologies, targets, years, and areas improved. The research resulted in 28 papers associated with the research topic collected from a single database i.e., Google Scholar. The results were synthesised in tables and figures based on the questions and discussed thoroughly. The research highlights the main findings include Quizziz as most used gamification apps, Quantitative approach as most popular research method, most targeted participants were senior high school, most studies were done in 2021, and engagement was the most improved aspect through the utilisation of gamification-based apps. The study also proposes some recommendations for the future research including the limitation of the study.
基于游戏化的英语教学应用:系统的文献综述
在过去几年中,基于游戏化的应用程序的使用越来越受欢迎,因为教师在大流行期间被迫在设计教学和学习活动时发挥创造性。这项研究是一项使用Prism方法的系统评论,旨在寻找基于游戏化的应用已经研究了哪些,方法,目标,年份和领域得到了改进。这项研究的结果是28篇与研究主题相关的论文,这些论文来自一个单一的数据库,即谷歌学术。根据问题将结果以表格和图表的形式进行综合,并进行了深入的讨论。该研究强调了主要发现,包括Quizziz是最常用的游戏化应用程序,Quantitative approach是最受欢迎的研究方法,大多数目标参与者是高中生,大多数研究是在2021年完成的,通过使用基于游戏化的应用程序,参与度得到了最大的提高。本研究还提出了对未来研究的一些建议,包括本研究的局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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