11-18岁中学英语作为第二语言学习中的游戏化:2013-2020年的系统回顾

Gamze Kaya, Hatice Cilsalar Sagnak
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引用次数: 2

摘要

由于多年来游戏化在教育中的地位得到了加强,它在英语作为第二语言学习中经常被首选。本研究旨在探讨游戏化对学生英语作为第二语言学习的影响,以及学生使用游戏学习英语作为第二语言的倾向。本综述系统回顾了2013年至2020年11-18岁学习者在英语作为第二语言学习中的游戏化相关文章。本研究按照PRISMA 2009检查表的规范进行设计。搜索策略包括与游戏化、基于游戏的学习、英语作为第二语言和中学相关的单词组合。经过筛选,我们对10篇用英文写的研究论文进行了回顾。结果表明,游戏增加了学生的学习乐趣,提高了学生的学习动机,提高了学生的参与度,同时也有助于学生的自主学习。这篇综述包括一些建议,以支持计划基于游戏的英语课程。
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Gamification in English as Second Language Learning in Secondary Education Aged Between 11-18: A Systematic Review Between 2013-2020
Since gamification has strengthened its place in education over the years, it is frequently preferred in English as a Second Language Learning. This study aims to investigate the literature on the effects of gamification on students’ English learning as a second language and the tendency of students to use games to learn English as a second language. This review contains a systematic review of published articles about gamification in English as a Second Language Learning for learners aged between 11-18 from 2013 to 2020. The study was designed according to the specifications of the PRISMA 2009 Checklist. A combination of words related to gamification, game-based learning, English as a Second Language, and secondary school was included as a search strategy. After selection, ten research articles written in English were reviewed. Their results indicated that the games enhance the fun, raise students’ motivation, and boost their participation while helping their autonomous learning. This review includes suggestions to support planning game-based English lessons.
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