Nur Syarafana Bt Johan, Kew Si Na, Z. Tasir, T. W. Koh, Tze Wei Liew, Sze Seau Lee
{"title":"The Implementation of Digital Gamification in English Classroom: Teachers’ and Students’ Perspectives","authors":"Nur Syarafana Bt Johan, Kew Si Na, Z. Tasir, T. W. Koh, Tze Wei Liew, Sze Seau Lee","doi":"10.1145/3582580.3582607","DOIUrl":null,"url":null,"abstract":"Teaching English is one of many challenging subjects to teach. English teachers have always been trying different methods to maximize students’ proficiency and competency in the targeted language as it plays an important role in many aspects, especially in education. Some teachers have sorted to adapt the digital gamification method into their English classroom instruction. Furthermore, teaching using digital gamification is a relatively new concept. In the learning context, digital gamification is an educational method that incorporates game-like elements into the classroom to increase student engagement, promotes a learning environment with positive motivation, and benefits student performance. Research pertaining to digital gamification is growing but very limited study has yet to examine both perspectives of the teachers and the students towards its implementation and how it can influence the engagement level and performance outcomes in a Malaysian context. To urge this matter into the light, this research intended 1) to investigate the teachers’ and students’ perspectives towards the implementation of digital gamification in English classrooms on an engagement level; 2) to investigate the teachers' and students’ perspectives towards the implementation of digital gamification in English classrooms on performance outcomes. Adapting the quantitative research method, an online questionnaire consisting of 3 discrete sections to answer the research questions was distributed to 86 respondents from the high schools in Malaysia. Then, using SPSS version 27 the responses from the participants were processed to derive the numerical data such as the frequencies, means, average means, and the standard deviation. The main research findings indicated that both teachers and students have a positive perception of the implementation of digital gamification in the English classroom as it greatly improved the degree of engagement and performance outcome. The finding suggested that this research could contribute to the teacher's understanding of the potential of digital gamification in addressing certain behaviors and increasing engagement and performance goals.","PeriodicalId":138087,"journal":{"name":"Proceedings of the 2022 5th International Conference on Education Technology Management","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2022 5th International Conference on Education Technology Management","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3582580.3582607","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Teaching English is one of many challenging subjects to teach. English teachers have always been trying different methods to maximize students’ proficiency and competency in the targeted language as it plays an important role in many aspects, especially in education. Some teachers have sorted to adapt the digital gamification method into their English classroom instruction. Furthermore, teaching using digital gamification is a relatively new concept. In the learning context, digital gamification is an educational method that incorporates game-like elements into the classroom to increase student engagement, promotes a learning environment with positive motivation, and benefits student performance. Research pertaining to digital gamification is growing but very limited study has yet to examine both perspectives of the teachers and the students towards its implementation and how it can influence the engagement level and performance outcomes in a Malaysian context. To urge this matter into the light, this research intended 1) to investigate the teachers’ and students’ perspectives towards the implementation of digital gamification in English classrooms on an engagement level; 2) to investigate the teachers' and students’ perspectives towards the implementation of digital gamification in English classrooms on performance outcomes. Adapting the quantitative research method, an online questionnaire consisting of 3 discrete sections to answer the research questions was distributed to 86 respondents from the high schools in Malaysia. Then, using SPSS version 27 the responses from the participants were processed to derive the numerical data such as the frequencies, means, average means, and the standard deviation. The main research findings indicated that both teachers and students have a positive perception of the implementation of digital gamification in the English classroom as it greatly improved the degree of engagement and performance outcome. The finding suggested that this research could contribute to the teacher's understanding of the potential of digital gamification in addressing certain behaviors and increasing engagement and performance goals.
英语教学是许多具有挑战性的学科之一。英语教师一直在尝试不同的方法来最大限度地提高学生对目的语的熟练程度和能力,因为它在许多方面发挥着重要的作用,特别是在教育方面。一些教师已经开始将数字游戏化方法应用到他们的英语课堂教学中。此外,使用数字游戏化教学是一个相对较新的概念。在学习方面,数字游戏化是一种教育方法,它将游戏元素融入课堂,以提高学生的参与度,促进具有积极动机的学习环境,并有利于学生的表现。与数字游戏化相关的研究正在增加,但非常有限的研究尚未检查教师和学生对其实施的观点,以及它如何影响马来西亚背景下的参与度和绩效结果。为了使这一问题浮出水面,本研究旨在1)调查教师和学生在参与水平上对英语课堂实施数字游戏化的看法;2)调查教师和学生对在英语课堂中实施数字游戏化对绩效结果的看法。采用定量研究方法,一份由3个独立部分组成的在线调查问卷被分发给来自马来西亚高中的86名受访者,以回答研究问题。然后,使用SPSS version 27对参与者的回答进行处理,得出频率、均值、平均均值和标准差等数值数据。主要研究结果表明,教师和学生都对在英语课堂中实施数字游戏化有积极的看法,因为它大大提高了参与度和绩效结果。这一发现表明,这项研究可以帮助教师理解数字游戏化在解决某些行为、提高参与度和绩效目标方面的潜力。