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Gamification in EFL/ESL instruction: A systematic review of empirical research

INTRODUCTION: This systematic review aims to present the characteristics of the recent research in gamified EFL/ESL instruction, benefits and drawbacks of using gamification in EFL/ESL instruction, and gamification elements. METHODS: The researchers carried out database search in both Web of Science...

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Autores principales: Zhang, Songcun, Hasim, Zuwati
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9849815/
https://www.ncbi.nlm.nih.gov/pubmed/36687912
http://dx.doi.org/10.3389/fpsyg.2022.1030790
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author Zhang, Songcun
Hasim, Zuwati
author_facet Zhang, Songcun
Hasim, Zuwati
author_sort Zhang, Songcun
collection PubMed
description INTRODUCTION: This systematic review aims to present the characteristics of the recent research in gamified EFL/ESL instruction, benefits and drawbacks of using gamification in EFL/ESL instruction, and gamification elements. METHODS: The researchers carried out database search in both Web of Science and the Scopus for relevant articles using 15 related key terms. Finally, forty journal articles aligned with the inclusion criteria. RESULTS: The results found that gamification has been widely utilized in more than ten non-English-speaking countries and various English language skills, which indicated that gamification has gained popularity in facilitating EFL/ESL learning. The benefits of using gamification included improving students’ English language skills and abilities, positively affecting students’ attitudes and emotional responses, providing an authentic language learning environment and cultivating students’ comprehensive competence. The drawbacks of using gamification mainly included the technical problems, short-lived positive effect, and the negative influence caused by the gamified competition, and so forth. The most frequently used gamification elements were feedback, points, quiz, digital badges, leaderboard, and reward, followed by progress bar, story-telling, challenge, videos, time limit, and competition. DISCUSSION: The results provide a better understanding of the state of using gamification in EFL/ESL instruction in recent years. It will be useful for researchers seeking to understand and evaluate gamification as well as to practitioners interested in using gamification.
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spelling pubmed-98498152023-01-20 Gamification in EFL/ESL instruction: A systematic review of empirical research Zhang, Songcun Hasim, Zuwati Front Psychol Psychology INTRODUCTION: This systematic review aims to present the characteristics of the recent research in gamified EFL/ESL instruction, benefits and drawbacks of using gamification in EFL/ESL instruction, and gamification elements. METHODS: The researchers carried out database search in both Web of Science and the Scopus for relevant articles using 15 related key terms. Finally, forty journal articles aligned with the inclusion criteria. RESULTS: The results found that gamification has been widely utilized in more than ten non-English-speaking countries and various English language skills, which indicated that gamification has gained popularity in facilitating EFL/ESL learning. The benefits of using gamification included improving students’ English language skills and abilities, positively affecting students’ attitudes and emotional responses, providing an authentic language learning environment and cultivating students’ comprehensive competence. The drawbacks of using gamification mainly included the technical problems, short-lived positive effect, and the negative influence caused by the gamified competition, and so forth. The most frequently used gamification elements were feedback, points, quiz, digital badges, leaderboard, and reward, followed by progress bar, story-telling, challenge, videos, time limit, and competition. DISCUSSION: The results provide a better understanding of the state of using gamification in EFL/ESL instruction in recent years. It will be useful for researchers seeking to understand and evaluate gamification as well as to practitioners interested in using gamification. Frontiers Media S.A. 2023-01-05 /pmc/articles/PMC9849815/ /pubmed/36687912 http://dx.doi.org/10.3389/fpsyg.2022.1030790 Text en Copyright © 2023 Zhang and Hasim. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Zhang, Songcun
Hasim, Zuwati
Gamification in EFL/ESL instruction: A systematic review of empirical research
title Gamification in EFL/ESL instruction: A systematic review of empirical research
title_full Gamification in EFL/ESL instruction: A systematic review of empirical research
title_fullStr Gamification in EFL/ESL instruction: A systematic review of empirical research
title_full_unstemmed Gamification in EFL/ESL instruction: A systematic review of empirical research
title_short Gamification in EFL/ESL instruction: A systematic review of empirical research
title_sort gamification in efl/esl instruction: a systematic review of empirical research
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9849815/
https://www.ncbi.nlm.nih.gov/pubmed/36687912
http://dx.doi.org/10.3389/fpsyg.2022.1030790
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