游戏化在高等教育语法教学中的实施

Rahmatul Jannah, Hidayah Nor, Raida Asfihana
{"title":"游戏化在高等教育语法教学中的实施","authors":"Rahmatul Jannah, Hidayah Nor, Raida Asfihana","doi":"10.15294/elt.v12i2.64683","DOIUrl":null,"url":null,"abstract":"Teachers today must create strategies or techniques that meet both the demands of students and the times since we are today grow and develop alongside technology. A gaming technique called gamification can be used in non-game environments, like education. In addition, many students continue to believe that grammar is uninteresting and contains a lot of content. The purpose of this study is to better understand how the lecturers utilize gamification in the classroom and how students react to it when it is used to teach grammar in higher education settings. A qualitative case study methodology is used in this research approach. Data were gathered through observation, interviews, and documentation; they were then condensed, displayed, and used to make inferences and conduct verification. Twenty-three students and a lecturer took part in this investigation. The findings are broken down into two points based on the research objectives. The implementation of gamification in grammar instruction can be done in ten phases and is supported by current theory. The second discovery is that there are five possible student reactions to gamified learning, each of which relates to the positives and negatives of utilizing gamification. The results of this study should help provide further light on how gamification might be used to teach English, particularly grammar.","PeriodicalId":395606,"journal":{"name":"ELT Forum: Journal of English Language Teaching","volume":"15 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The implementation of gamification to teach grammar in higher education\",\"authors\":\"Rahmatul Jannah, Hidayah Nor, Raida Asfihana\",\"doi\":\"10.15294/elt.v12i2.64683\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Teachers today must create strategies or techniques that meet both the demands of students and the times since we are today grow and develop alongside technology. A gaming technique called gamification can be used in non-game environments, like education. In addition, many students continue to believe that grammar is uninteresting and contains a lot of content. The purpose of this study is to better understand how the lecturers utilize gamification in the classroom and how students react to it when it is used to teach grammar in higher education settings. A qualitative case study methodology is used in this research approach. Data were gathered through observation, interviews, and documentation; they were then condensed, displayed, and used to make inferences and conduct verification. Twenty-three students and a lecturer took part in this investigation. The findings are broken down into two points based on the research objectives. The implementation of gamification in grammar instruction can be done in ten phases and is supported by current theory. The second discovery is that there are five possible student reactions to gamified learning, each of which relates to the positives and negatives of utilizing gamification. The results of this study should help provide further light on how gamification might be used to teach English, particularly grammar.\",\"PeriodicalId\":395606,\"journal\":{\"name\":\"ELT Forum: Journal of English Language Teaching\",\"volume\":\"15 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-07-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ELT Forum: Journal of English Language Teaching\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.15294/elt.v12i2.64683\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ELT Forum: Journal of English Language Teaching","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15294/elt.v12i2.64683","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

今天的教师必须创造出满足学生和时代需求的策略或技术,因为我们今天与技术一起成长和发展。一种叫做“游戏化”的游戏技术可以用于非游戏环境,比如教育。此外,许多学生仍然认为语法是无趣的,包含了很多内容。本研究的目的是为了更好地了解讲师如何在课堂上利用游戏化,以及学生在高等教育中使用游戏化来教授语法时的反应。本研究采用定性个案研究方法。通过观察、访谈和文件收集数据;然后将它们浓缩、展示,并用于推理和验证。23名学生和一名讲师参加了这项调查。研究结果根据研究目标分为两点。游戏化在语法教学中的实施可分为十个阶段,并得到了现有理论的支持。第二个发现是,学生对游戏化学习有五种可能的反应,每一种反应都与利用游戏化的积极和消极有关。这项研究的结果应该有助于进一步阐明如何将游戏化用于英语教学,特别是语法教学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The implementation of gamification to teach grammar in higher education
Teachers today must create strategies or techniques that meet both the demands of students and the times since we are today grow and develop alongside technology. A gaming technique called gamification can be used in non-game environments, like education. In addition, many students continue to believe that grammar is uninteresting and contains a lot of content. The purpose of this study is to better understand how the lecturers utilize gamification in the classroom and how students react to it when it is used to teach grammar in higher education settings. A qualitative case study methodology is used in this research approach. Data were gathered through observation, interviews, and documentation; they were then condensed, displayed, and used to make inferences and conduct verification. Twenty-three students and a lecturer took part in this investigation. The findings are broken down into two points based on the research objectives. The implementation of gamification in grammar instruction can be done in ten phases and is supported by current theory. The second discovery is that there are five possible student reactions to gamified learning, each of which relates to the positives and negatives of utilizing gamification. The results of this study should help provide further light on how gamification might be used to teach English, particularly grammar.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信