PL EN


2016 | 16 | 3 | 17-36
Article title

KAHOOT IT OR NOT? CAN GAMES BE MOTIVATING IN LEARNING GRAMMAR?

Content
Title variants
Languages of publication
EN
Abstracts
EN
Gamification is not a very new concept. It is the use of game elements and game design techniques in a non-game context. It is used in various contexts for various purposes. There is strong evidence that shows the relationship between game playing and increased motivation. More and more learning games emerge and bring a promise to help to learn a language. There are certain game elements that could be used in non-game contexts to trigger effective player engagement as well as persistence and motivation to win/learn. The paper outlines the influence of specific game elements onto players, presents the motivational aspects of game involvement, and investigates what game elements could be responsible for increasing motivation to participate and engage in a grammar learning game. All of these are investigated on the example of a Kahoot.it online game, which was used with the General English language course students attending the classes in The Modern Languages Centre at the Pedagogical University, Cracow, Poland. The main objective of the research paper is to observe and assess how the students’ motivation increases – if – to learn and practise grammar and how effective this mode of learning is. It also presents the teachers’ evaluation of the design process, its implementation and recommendations for further use.
Keywords
Year
Volume
16
Issue
3
Pages
17-36
Physical description
Contributors
  • Pedagogical University of Cracow
References
  • Anonymous (2015). Gamification in e-learning marketplace. Big Market Research, April, 2015. Last accessed July 22, 2016. http://www.bigmarketresearch.com/gamification-in-e-learning-place-market#whatech.com/101518.
  • Burke, B. (2014). Gamify. How Gamification Motivates People to Do Extraordinary Things. Brookline: Bibliomotion.
  • Deci, E. D., & Ryan, R. M. (200). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67. Last accessed July 22, 2016. http://www.sciencedirect.com/science/article/pii/S0361476X99910202
  • Dörnyei, Z. (2001). Motivational Strategies in the Language Classroom. Cambridge: Cambridge University Press
  • Feiler, B. (2012). She’s playing games with your lives. New York Times, April 27, 2012. Last accessed July 22, 2016. http://www.nytimes.com/2012/04/29/fashion/jane-mcgonigal-designer-of-superbetter-moves-games-deeper-into-daily-life.html.
  • Laamarti, F., Eid, M., & El Saddik, A. (2014). An overview of serious games. International Journal of Computer Games Technology, 2014. Last accessed July 22, 2016. http://www.hindawi.com/journals/ijcgt/2014/358152/
  • Marczewski, A. (2014). Defining gamification – what do people really think? Gamified UK blog, April 16, 2014. Last accessed July 22, 2016. https://www.gamified.uk/2014/04/16/defining-gamification-people-really-think/
  • McGonigal, J. (2010). Gaming can make a better world. TED2010, February 2010. Last accessed July 22, 2016. https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
  • McGonigal, J. (2011). Reality Is Broken. Why Games Make Us Better and How They Can Change the World. New York: The Penguin Press
  • Singer, N. (2016). Kahoot app brings urgency of a quiz show to the classroom. New York Times, April 16, 2016. Last accessed July 22, 2016. http://www.nytimes.com/2016/04/17/technology/kahoot-app-brings-urgency-of-a-quiz-show-to-the-classroom.html?WT.mc_id=SmartBriefs-Newsletter&WT.mc_ev=click&ad-keywords=smartbriefsnl&_r=0
  • Sylvester, J. (2012). Pink’s theory set to drive up employee motivation and engagement, P&MM Motivation, October 23, 2012. Last accessed July 22, 2016. http://staffmotivationmatters.co.uk/pinks-theory-set-to-drive-up-employee-motivation-and-engagement/.
  • Werbach, K., & Hunter, D. (2014). For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton Digital Press.
  • Werbach, K. (2015). Gamification, Coursera Platform: University of Pensylvania. Last accessed February 8, 2016. https://www.coursera.org/learn/gamification/ .
Document Type
Publication order reference
Identifiers
YADDA identifier
bwmeta1.element.desklight-01599aa2-be08-430c-b0cb-f57b6bdd4912
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.