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2022 | 22 | 2 | 90-114

Article title

Leveraging gamification into EFL grammar class to boost student engagement

Content

Title variants

Languages of publication

Abstracts

EN
Student engagement is paramount for the success of EFL learning. This paper explores how the leverage of a game-based learning platform, Kahoot!, into EFL grammar learning and teaching boosted student engagement. One grammar lecturer and 22 English-major students participated in this qualitative case study. Data were obtained through observations, reflective journals, and interviews. The results revealed that the platform enhanced student engagement in EFL grammar learning in six ways, namely enabling students to set goals, helping students focus more on the tasks, facilitating students to build enthusiasm and interest in learning, allowing students to experience playful learning activities, facilitating students to collaborate with their friends, and fulfilling students’ need of reward and sense of competition. The students were also reported to exhibit behavioral, cognitive, and emotional dimensions of engagement during the implementation of Kahoot!. The findings have important implications for EFL grammar learning and teaching. In addition to the affordances of Kahoot!, teachers are still central to the implementation of the platform to engage the students in EFL grammar learning.

Year

Volume

22

Issue

2

Pages

90-114

Physical description

Dates

published
2022

Contributors

author
  • Sanata Dharma University, Yogyakarta, Indonesia
  • Sanata Dharma University, Yogyakarta, Indonesia

References

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Document Type

Publication order reference

Identifiers

Biblioteka Nauki
2087256

YADDA identifier

bwmeta1.element.ojs-issn-1642-1027-year-2022-volume-22-issue-2-article-de768fbb-a243-31ef-9481-fcd02ba62efd
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