Battling With Books: The Gamification of an EFL Extensive Reading Class

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
M. Freiermuth, Michiyo Ito
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引用次数: 3

Abstract

Background Extensive reading (ER) classes have become a popular way to promote reading in EFL (English as a Foreign Language) classrooms because ER supports the idea of reading for pleasure. However, reading in the classroom can still become stale if students have little chance to reflect on what they have read or if they become burdened by the reading requirements. Aim In an attempt to create a more energetic ER classroom, we converted the classroom into a game-based environment with the aim of promoting L2 reading enjoyment and motivating students to read in a more focused manner. Method As for specifics, 55 female Japanese university students—divided into two groups based upon English proficiency—participated in a social book reading game called Bibliobattle whereby students discussed their favorite books in small groups. Three iterations of the game were incorporated into the ER classroom as a way to enliven reading activities. Results The game proved largely successful. From the data obtained in the debriefing questionnaires, students mentioned that they were motivated by the activities through reflection on their book’s content and through the sharing of specific details about what they had read with their peers. Although both groups of students indicated their motivation to play the game, this was especially true for the lower level readers—a group that had demonstrated more apathy towards ER in the past. Based upon our experiences while running the game, we recommend that Bibliobattles be implemented as specialized events in the ER classroom as a means to help stimulate a love for reading in a second language; however, it should also be noted that student preparation for such battles is time-consuming, so the number of battles per semester should be limited to a maximum of two per semester.
与书抗争:英语泛读课的游戏化
泛读课已经成为促进英语作为外语课堂阅读的一种流行方式,因为泛读课支持“为乐趣而阅读”的理念。然而,如果学生很少有机会反思他们所读的内容,或者如果他们被阅读要求所负担,课堂上的阅读仍然会变得陈腐。为了营造一个更有活力的英语课堂,我们将课堂改造成一个以游戏为基础的环境,旨在促进第二语言阅读的乐趣,激励学生更专注地阅读。具体而言,55名日本女大学生——根据英语水平分为两组——参加了一项名为“书目大战”的社交阅读游戏,学生们在小组中讨论他们最喜欢的书。游戏的三次迭代被纳入急诊室教室,作为一种活跃阅读活动的方式。结果这款游戏非常成功。从汇报问卷中获得的数据来看,学生们提到,他们是通过对书本内容的反思和与同龄人分享所读内容的具体细节而受到活动的激励的。尽管两组学生都表明了他们玩游戏的动机,但对于较低水平的读者来说尤其如此——这一群体过去对ER表现出更大的冷漠。根据我们在运行游戏时的经验,我们建议在急诊室的课堂上将“书目大战”作为一种专门的活动来实施,作为一种帮助激发学生对第二语言阅读的热爱的手段;然而,也应该注意到,学生为这种战斗做准备是很耗时的,所以每学期的战斗次数应该限制在每学期最多两次。
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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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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