The Feasibility of an Innovative Gamified Flipped Classroom Application for University Students in EFL Context: An Account of Autonomous Learning

Q4 Arts and Humanities Brazilian English Language Teaching Journal Pub Date : 2023-07-10 DOI:10.5539/elt.v16n8p24
Kittichai Nilubol
{"title":"The Feasibility of an Innovative Gamified Flipped Classroom Application for University Students in EFL Context: An Account of Autonomous Learning","authors":"Kittichai Nilubol","doi":"10.5539/elt.v16n8p24","DOIUrl":null,"url":null,"abstract":"Aligned with the progress of technology and the availability of online resources, there is a growing inclination to incorporate game elements or gamification into educational settings, particularly in English language classrooms. This mixed methods research endeavors to examine the potential of the Gamified Flipped Classroom Application (GFCA) named “Classcraft” to enhance student’s learning ability, motivation, and autonomy. Questionnaires were employed to explore students’ attitudes towards the utilization of GFCA as an innovative learning tool within the research context. Furthermore, semi-structured interviews were conducted to gain deeper insights into students' perspectives regarding the use of Classcraft in augmenting their learning motivation and autonomy. The study was carried out with a cohort of 31 Thai EFL students enrolled in English for import and export courses at a public university in northeastern Thailand. The findings revealed that the student’s learning ability exhibited improvement, as evidenced by a higher mean score in the posttest compared to the pretest, subsequent to the implementation of the gamified flipped classroom application in the course. Additionally, a majority of the students expressed a favorable inclination towards the application due to its effectiveness in enhancing their learning motivation, and autonomy and providing an enjoyable and engaging learning experience.","PeriodicalId":30319,"journal":{"name":"Brazilian English Language Teaching Journal","volume":"36 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Brazilian English Language Teaching Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5539/elt.v16n8p24","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 1

Abstract

Aligned with the progress of technology and the availability of online resources, there is a growing inclination to incorporate game elements or gamification into educational settings, particularly in English language classrooms. This mixed methods research endeavors to examine the potential of the Gamified Flipped Classroom Application (GFCA) named “Classcraft” to enhance student’s learning ability, motivation, and autonomy. Questionnaires were employed to explore students’ attitudes towards the utilization of GFCA as an innovative learning tool within the research context. Furthermore, semi-structured interviews were conducted to gain deeper insights into students' perspectives regarding the use of Classcraft in augmenting their learning motivation and autonomy. The study was carried out with a cohort of 31 Thai EFL students enrolled in English for import and export courses at a public university in northeastern Thailand. The findings revealed that the student’s learning ability exhibited improvement, as evidenced by a higher mean score in the posttest compared to the pretest, subsequent to the implementation of the gamified flipped classroom application in the course. Additionally, a majority of the students expressed a favorable inclination towards the application due to its effectiveness in enhancing their learning motivation, and autonomy and providing an enjoyable and engaging learning experience.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
创新游戏化翻转课堂在大学生英语语境下应用的可行性:一个自主学习的视角
随着技术的进步和在线资源的可用性,越来越多的人倾向于将游戏元素或游戏化融入教育环境,特别是在英语课堂中。本研究旨在探讨游戏化翻转课堂应用程序(GFCA)“Classcraft”在提高学生学习能力、积极性和自主性方面的潜力。在研究背景下,采用问卷调查的方式探讨学生对使用GFCA作为创新学习工具的态度。此外,我们还进行了半结构化访谈,以更深入地了解学生对使用Classcraft增强学习动机和自主性的看法。这项研究是在泰国东北部的一所公立大学对31名学习进出口英语课程的泰国学生进行的。研究结果显示,在课程中实施游戏化翻转课堂应用后,学生的学习能力得到了改善,与前测相比,后测的平均分数更高。此外,大多数学生对应用程序表示了良好的倾向,因为它有效地提高了他们的学习动机和自主性,并提供了愉快和引人入胜的学习体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Brazilian English Language Teaching Journal
Brazilian English Language Teaching Journal Social Sciences-Linguistics and Language
CiteScore
0.20
自引率
0.00%
发文量
5
审稿时长
10 weeks
期刊最新文献
Review of English L2 Vocabulary Learning and Teaching: Concepts, Principles, and Pedagogy Actual Usage of Machine Translation by Japanese University Students and Verification of Test Results Reviewer acknowledgements for English Language Teaching, Vol. 16, No. 11, 2023 Research on the Promotion of EAP Teachers' Information Literacy under TPACK Framework in the Era of Digital Intelligence Leveraging Artificial Intelligence (AI): Chat GPT for Effective English Language Learning among Thai Students
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1