Gamification in an EFL Classroom and the Use of Games for Learning English

Author:

García Conesa Isabel María1ORCID

Affiliation:

1. Centro Universitario de la Defensa de San Javier, Spain

Abstract

In recent years, the use of ICTs has increased in the education field and many different types of contents have been created. One of them are educational games. However, very little research has been done to date if games are as effective as they try to be. The aim of this study was to collect information related to ICTs and games in relation to L2 learning in a technical engineering degree and create some questionnaires which would be analysed and compared with the data previously mentioned. Results show how little teachers know of the methodological applications of ICTs and videogames, the benefits that they can provide to the bilingual classroom, such as how students who use games usually have a generally positive view of English learning. These results suggest that information and professional preparation regarding ICTs and games have not been shared and are not mandatory, which leads to the incorrect and insufficient use of the resources. What we are using currently it will become obsolete and new methodologies will have to be created in consequence

Publisher

IGI Global

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