Application of Gamification in Higher Education in the Teaching of English as a Foreign Language

Kevin Mario Laura De La Cruz, Osbaldo Washington Turpo Gebera, Stefany Juliana Noa Copaja

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

In higher education, the teaching of English has the objective of expanding the field of work and knowledge and improving the personal profile through the certification of international language exams. Therefore, this research aimed to determine the level of student perception regarding gamification tools in the technical English course of the Human Medicine career at a Peruvian University. For this purpose, a descriptive investigation was carried out with a duration of one academic semester. The research method was hypothetical-inductive. To obtain data, the survey technique and structured interview were used. The results demonstrated a positive level of satisfaction on the part of the students in the three gamified tools put to research. Based on the results obtained, it is assumed that the gamification tools in the teaching of English have better reception and predisposition due to their great acceptance and skills that make learning more meaningful. In addition, gamification seems to generate educative dedication, commitment, responsibility, and self-learning in students which causes a great expectation of the use of the three tools put to research as well as similar ones in the future of EFL.

Original languageEnglish
Title of host publicationPerspectives and Trends in Education and Technology - Selected Papers from ICITED 2021
EditorsAnabela Mesquita, António Abreu, João Vidal Carvalho
PublisherSpringer Science and Business Media Deutschland GmbH
Pages323-341
Number of pages19
ISBN (Print)9789811650628
DOIs
StatePublished - 2022
EventInternational Conference in Information Technology and Education, ICITED 2021 - Sao Paulo, Brazil
Duration: 15 Jul 202117 Jul 2021

Publication series

NameSmart Innovation, Systems and Technologies
Volume256
ISSN (Print)2190-3018
ISSN (Electronic)2190-3026

Conference

ConferenceInternational Conference in Information Technology and Education, ICITED 2021
Country/TerritoryBrazil
CitySao Paulo
Period15/07/2117/07/21

Bibliographical note

Publisher Copyright:
© 2022, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

Keywords

  • Digital environments
  • Distance education
  • Game-based learning
  • Interaction
  • Motivation
  • Technical English

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