The Use of Gamification in Language Teaching and Education: A Content Analysis Study

Author:

Ahmed Atta AbdalwahidORCID

Abstract

In recent times, technological innovations have revolutionized the educational process. New teaching methods have emerged, and educators are encountering a shift in teaching approaches. The present study is a detailed examination of the incorporation of gamification in education, a rapidly changing domain driven by technological progress. Employing a content analysis approach, the study aims to scrutinize 59 articles from 2018 to 2023, gathered from Google Scholar. The temporal analysis discloses a steady rise in research output, reaching its peak in 2022, underscoring the increasing importance of gamification in education. Authorship patterns explain distinctions between individual and collaborative researchers, emphasizing the significance of individual contributions in the field of language learning. Methodological exploration underscores a varied array of research approaches, with a noteworthy high rate utilizing quantitative methods, contributing to a robust comprehension of how gamification is applied in learning settings. The thematic analysis highlights language learning as a predominant focus, particularly within English language education, displaying the adaptability of gamification across diverse educational spheres. This comprehensive incorporation of findings serves as a valuable reference for academics, educators, and policymakers navigating the dynamic landscape of gamification in education.

Publisher

EngiScience Publisher

Reference18 articles.

1. Adams, S. P., & Du Preez, R. (2022). Supporting student engagement through the gamification of learning activities: A design-based research approach. Technology, Knowledge and Learning, 1-20.

2. Bailey, R., & Smith, M. C. (2013, June), Implementation and assessment of a blended learning environment as an approach to better engage students in a large systems design class paper presented at 2013 ASEE Annual Conference & Exposition, Atlanta, Georgia. 10.18260/1-2--19706

3. Chen, Y., Burton, T., Mihaela, V., & Whittinghill, D. (2015). Cogent: A case study of meaningful gamification in education with virtual currency. iJET–International Journal of Emerging Technologies in Learning, 10, 133-147.

4. Collins, A., & Halverson, R. (2018). Rethinking education in the age of technology: The digital revolution and schooling in America. Teachers College Press.

5. Borges, S., Durelli, V. H., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. Proceedings of the 29th annual ACM symposium on applied computing,

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3