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An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching

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dc.creator Talan, Tarik
dc.creator DEMİRBİLEK, Muhammet
dc.creator Alzouebi, Khadeegha
dc.date 2022-01-01T00:00:00Z
dc.date.accessioned 2023-01-09T12:02:11Z
dc.date.available 2023-01-09T12:02:11Z
dc.identifier 45fd0b7f-aa1d-44cf-9173-66ca93a0f5d3
dc.identifier 10.46328/ijte.358
dc.identifier https://avesis.sdu.edu.tr/publication/details/45fd0b7f-aa1d-44cf-9173-66ca93a0f5d3/oai
dc.identifier.uri http://acikerisim.sdu.edu.tr/xmlui/handle/123456789/97804
dc.description The purpose of this study is to identify key factors and barriers to implementing gamification in English Foreign language teaching. In alignment with the purpose of the study, the perspectives of English teachers (which grades) were obtained. This study was designed as a qualitative study. A total of 16 teachers participated in the study. Structured interview questions were used as the data collection instrument. The data obtained from the interviews were analyzed using content analysis. The result of the study demonstrated that most teachers use gamification in their English Foreign Language teaching. Some teachers who participated in the study indicated that gamification is very effective and important for their teaching and that they use gamification frequently in their teaching. Teachers emphasized that games facilitate language learning, ensure active class participation, make learning more enjoyable, and make the learning process effective and efficient. In addition, games facilitate the development of student language skills and make learning more enjoyable by making lessons interesting. Factors such as the occurrence of problems like irregularities, objections, and challenges during the game, the creation of a negative competitive environment, the extension of the time allotted for the game, and the creation of a noisy environment were found to be barriers to the use of gamification in the classroom. In addition, technical difficulties and problems with digital games, lack of technology and internet, technology, screen, and game addiction, and health/psychological issues are some of the main reasons why teachers do not use gamification in their EFL teaching.
dc.language eng
dc.rights info:eu-repo/semantics/openAccess
dc.title An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching
dc.type info:eu-repo/semantics/article


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