Gamification
Gamification
Gamification
Ⅰ.2.1.1. Definition
Steele (2013) stated that the term gamification is known since 2002, but it was reliable as
(Salen & Zimmerman, 2004, p.81). According to Kapp, gamification is games used for the
aim of enhancing the level of learning, having critical thinking and creative mind…etc (2012,
p.81). Byrne defined gamification by saying that there are entertaining games used for both
reasons of passing fun time and for academic purposes (1995). Additionally, Hadfield said
that games are like: “an activity with rules, a goal and an element of fun” (1990). Overall,
scholars insisted on the fact that gamification is not only a tool of breaking routine, but also it
Another definition stated by Bayatikilicaslan and Senturk (2014), Guler (2011) that
permits the educators to apply for the courses in a form that facilitates the transmission of
knowledge. According to the explanation of Werbach and Hunter, the idea of using games
inside an educational setting is discovered recently, they stated that every single detail that is
related to the theoretical framework on learning can be transformed into games (2012). Mora
et al. (2017) asserted that the concept of gamification can be used in a diversity of activities
constrained to only one specific field. The frequent definition of gamification is “the use of
game design elements in non-game context” (Deterding, Khaled et al., 2011). In other terms,
there are some domains in which the use of games might be unfamiliar, whereas time
Games take an essential part in learning; they become a tool of information transmission.
As Hamari et al., (2014), Seaborn and Fels (2015) declared that the use of gamification spread
in the field of education. Scholars as Marti-Parreno and Segui-Mas made studies about the
teacher’s perspectives and opinions towards taking or using games as a part of their teaching
methods (2016). Sanchez-Mena and Marti-Parreno (2017) consulted a teacher who used to
enter the factor of gaming during his teaching sessions, he claimed that the use of games in
aids the teacher to transfer the information in an easy manner, unlike the traditional teaching
tools.
When the process of learning has the attitude of using gamification, the classroom roles
move from teacher-centered classroom to student-centered classroom and the teacher takes
the responsibility of controlling students’ behaviors (Johnson et al., 2013). Moreover, Lee and
Hammer encouraged the use of games in the educational environments that provide
autonomous and experienced learners. They were also encouraging gamification because they
summarized it in helping and enhancing student’s lack of motivation and engagement (2011).
While De-Marcos et al., (2017) observed that gamification plays a significant role among the
different learning stages from elementary to highest education. Another studies confirmed that
the application of games as a learning tool rather than the traditional ones promotes learner’s
communication and enhances student’s achievements (Zicherman & Linder, 2013). Chapman
and Rich emphasized extracting the significant features of the lesson from the used games,
this latter will help to remedy students’ demotivation and disengagement. Consequently,
23
Ⅰ.2.1.3. Gamification in learning English as Foreign Language
Teaching English to old students differs from teaching youngsters, or in other words
beginners who face the foreign language for the first time. They need special care and
treatment because their period of learning is sensitive, especially if they do not have a
previous background about it. Foreign language teachers were wondering about a suitable
strategy that can help beginner English students and at the same time, they wanted a motivator
teaching and learning technique. One of the current studies found that entering elements of
entertainment help the learning process, this kind of entertainment tools presented in games.
Games-based activities become a teaching method that is helpful for both teachers and
learners (Frost, Wortham & Reifel, 2008, p.66). Bennett asserted that games promote learning
because their creation and usefulness need creativity which is an essential element in teaching
languages. They make students able to learn, play, enjoy, produce and participate by using FL
Traditional teaching techniques are beneficial, but sometimes they could not convince all
learners because of the lack of diversity, enjoyment and entertainment (Ersoz, 2000). Lindfors
(1980) shed lighted on the necessity of elements of self-proficiency and self-efficacy because
through these concepts, students have an ameliorated level on FL. Games are helpful in
of learning because they produce a balance between social, cognitive and emotional states that
information mentioned before and she added that games are a useful form of teaching FL
gamification is beneficial in FLL when teachers select suitable types of games according to
the different learner’s styles that raise their learning awareness and choose activities that
promote classroom interaction (Orlick, 2006; Hussin & D’Cruz, 2001). The decision of the
24
types of games is not done randomly, teachers should pay attention to this point; games-based
activities’ selection requires a number of features. These features are identified by Lengline
should take into consideration the following features: classroom space, noise,
materials necessary for the game; the amount of time needed for each game,
and the level, culture, interest and age of students. Furthermore a successful
teacher should be aware of the relevance of the game to the topic, structure
Selecting educational games needs patience and precision because there are types of games
which do not satisfy the learner’s needs and do not have a relation with the subject.
Gamification features decide the appropriate games for FLL and each foreign language
teacher has to take into consideration those conditions in order to guarantee the success of that
teaching and learning is related to series of rules (1997). These rules are as the following:
The presence of the correlation between the game and the content of the subject.
The appropriateness of the game to all the students who are inside the EFL classroom.
25
The use of technology if it is necessary (Online games).
The elements of games are the responsible components which help in designing a certain
Ⅰ.2.1.4.1. Badges
Grant (2013) indicated that badges are related to the significance and the interest features of
the game in different educational settings, badges have an impact on learning represented in
raising student’s motivation (p.1). Badges of games measure learner’s success and
Ⅰ.2.1.4.2. Leaderboards
Leadersboard used to identify the elements and steps of the game (Reeves & Read, 2009),
they enable the gamers to see their grades or their scores besides that they raise the student’s
sense of belonging towards the other members of the educational setting (O’Donovan, 2012).
Additionally, the results of the study clarified that leaderboards can preserve the long-term
26
Ⅰ.2.1.4.3. Points and levels
Gaining points is related to motivation comes from rewarding which encourages students’
level to master the learning skills. Reaching points need from the students to pre-decide their
games purposes to increase the success opportunities (Nicholson, 2015; Robertson, 2010).
Scepanovic defined progress tracking as a crucial part of any type of game, it provides
learners with feedback because they need to know their levels and develop their weaknesses
(2015). Raymer (2011) clarified that the measurement of the educational progress is necessary
Achievements
Fan and Wolters (2014), Yang et al., (2013) stated that the first reason behind student’s
engagement towards the TL. This idea is confirmed by Hsin-Yaum and Soman who insisted
on the fact that gamification affects learner’s attitudes and motivation, through this affection
the learning skills and background information will be ameliorated (2013). Games-based
activities enable learners to be engaged in the subject that they are learning and they raise
student’s concentration and interest (Munteau, 2011). Lee and Hammer said that gamification
enhances self-confidence because it permits the learner to learn and play without disturbance,
fear of judgment, or criticism when they make mistakes. They asserted that it is a suitable
technique that helps for raising both learning and engagement (2011). As the researchers
mentioned that games make the students interact with others, they are also learning and
playing with creativity and productivity through the games-experiences (Kimy, 2012).
27
Traditional learning tools can cause boredom, failure, or demotivation, Prensky emphasized
that the mixture between learning and gamification provides a positive attitude and creates a
Dornyei and Ushido (2011) claimed that both motivation and engagement are two
engagement meaning, their combination creates successful learners and a learning atmosphere
(Davis & Mc partland, 2012). Csikszentmihalyi et al. proved that gamification transmits to
students an entertaining feeling which will be reflected in their learning capacities, thinking
and academic performance (1993). The different features of attentiveness, carelessness and
enjoyment are related to increasing the level of engagement (Hamari et al., 2016). De Sousa
Borges, et al claimed that grasping the information is the significant purpose of using
environment (2014). Banas and Polly (2016) said that the participation of students in the
of education. According to Kim (2015), there are precedent steps that FL teachers should take
into consideration before the application of games. The identification of the lesson’s content
and the learner’s styles is necessary because teachers need to be familiar with the game in
order to manipulate the student’s engagement towards the FL. Educators should realize the
equivalence between the concept of the game and the students’ level to make them play in a
At the end of each game, students will absorb the desired knowledge of the lesson. When
students participate in games-based activities means that they are taking part in the
Caffery, 2012). The application of gamification provides students with feedback that enables
them to measure their level and progress or to avoid committing the same mistakes, correct
28
their errors, raise student’s self-assessment and help students to indicate their weaknesses and
gaps when playing each game. Measuring student’s progress could be done through the use of
badges as a symbol of rewarding which will increase student’s engagement and competition
(Dorling & Mc Caffery, 2012). Rewarding is not only assigned for successful and winners,
but also for students who made efforts because rewarding efforts of participation, interaction
and learning experiences may highly promote student’s achievements and language
performance.
Dorling and Mc Caffery summarized his study with the idea that gamification provides
enhances students’ level by permanent feedback. Consequently, these effects encourage the
key for effective classroom interactions, it controls both motivation and engagement
according to the teaching materials and the program of the subject (2015). Games-based
activities are a group of activities that have a direct relationship with the content of the course,
but they are provided in a funny and enjoyable manner. Hazne and Berger focused on the link
between playing in groups and academic achievements. He emphasized the point that
cooperative learning aids students to achieve their objectives in the FL because learning with
other students facilitates the comprehension of the information. They mentioned in their study
that if students play in a classroom that contains around fifteen students, the interaction will
be beneficial and represented through their performances (2007). Acikgoz (2000) said that
within small groups, learners help each other to work and study cooperatively and succeed
together. Cooperative learning ensures activities for students to develop their language skills,
engagement and academic performance development, this fact is declared by Lee and
29
Hammer who stated that games have effectiveness among different aspects, such as cognitive,
Gamification technique needs to serve different educational areas that affect the students’
learning.
Ⅰ.2.2.1.1. The cognitive area: It is concerned with the rules of gamification technique, this
system helps learners to acquire the rules through practice and it is going to provide a learning
Ⅰ .2.2.1.2. The emotional area: Dominguez et al. (2003) and Csikszentmihalyi (2008)
emphasized the point that the activities should be equal for all learners in order to have the
balanced status of feelings because the psychology of students decides their success and
failure in that specific task. Through the games’ rewards and lack of punishment, students will
construct their personalities without stress, fear, or anxiety because psychological status is
Ⅰ.2.2.1.3. The social area: Dominguez et al. highlighted the significant role of games in
identities. In games-based activities, students interact with each other, for example, when
playing in pairs they will exchange their ideas, gain experience from the winners and these
30
Affect Behavior Cognition
The three educational areas are combined and interrelated to affect each other. One
concept plays a role to achieve the success of the other concept and all of them are beneficial
in building personal motivation and engagement towards learning. The emotional area is
affected by the cognitive process because the learner’s capacity of acquiring the rules or the
game system maintains his emotional state through success and this latter is achieved through
engagement are two complementary notions that frequently interact (Dornyei & Ushido,
2011; Guthrie, Willinger & You, 2012). Although there is a relationship between motivation
and engagement, they are still distinguished and each one of them has a role and an effect on
learner’s success. Brooks and Goldstein said that motivation has a link with psychological
aspects in which the students feel, act, react and behave (2012). Engagement is a source of
energy that tied to various behaviors and undertakings (Russel, Ainley & Frydenberg, 2005).
The three types of engagement which are cognitive, social and emotional have developed to
31
(Griffiths, Lilles, Furlong & Sidhwa, 2012). Willms focused on the significant relationship
motivation and past views. David and Mc Partland claimed that successful learning
(2012).
Whitton stated that games-based activities have elements and features provoke students to
act, they are containing challenged rules and system, this system raises student’s capacity to
be curious, has the spirit of competition, has critical and creative thinking (2015). Kingesley
and Grabner (2015), Kovisito and Hamari (2014) said that researchers who have done
empirical research on the use of games-based activities features believe that feedback and
achievements. Dominguez et al argued that each different type of games improve a specific
skill regarding the preservation of motivation and participation level (2013). Researchers
proved that there is a connection between motivation and gamification as an instrument used
inside an educational context, and there are outcomes indicating a level of likeability with the
Nicholson said that games’ designers need to take into consideration the importance of
adding the element of challenge in the concept of the game in order to enhance the student’s
competition and interaction between each other, but challenges should be at the medium level
engagement into a special engagement which gathers between the players when they are
The idea of Nicholson was adopted firstly by Malone who stated that the complexity of the
game and the difficulty of challenges would destroy a student’s self-esteem and make him
32
stressed in replaying the game again (1980). Educational games are designed for the purpose
of learning, but still called games which contain the element of fun, this latter plays a
significant role not only in enhancing students’ motivation but also in gaining their
engagement.
Games-based activities necessitate the presence of two main components which can be
Ⅰ.2.2.3.1. Fun
Investigations proved that educational games should have the concept of fun because it
affects students’ attitudes towards learning languages. Fun helps in creating relaxed, energetic
argued that one of the crucial reasons behind gamification use is entertainment. Zicherman
(2010) added that games winning, rewards, sense of self-belonging and scores have been
created by funny games. From the students’ perspectives, they observe fun as safer because,
through their learning experiences, fun finds solutions to the problems that occur during the
games, or even lessen from the gravity of obstacles that may derive from the game’s
challenge (Yue & Bjork, 2013, p.266). Playing educational games is a way of learning
because student’s psychological attitude is relaxed, they show interest and games promote the
Competition is not all the time a source of stress, fight and difficulties. It is one of the
elements that contribute to classroom success, it is defined by Rich as “full use of one’s
abilities, ensures that benefits and burdens are more fairly allocated, dispels apathy and
33
stagnation, leads to higher standards...[and] promotes progress, and stimulates advancements
The reliance on one’s skills guarantees the rewards; it encourages the students to be at the
relationships between students by working in groups, they are focusing on winning the game
rather than fighting each other. Games’ competition enhances student’s sense of belonging,
each student feels that he is taking a significant part in the game and they are convinced with
the idea of all students complete one another through their playing experiences, knowledge
and comprehension of the game rule besides to sharing motivation among unmotivated
students and affect them (personal communication, May 22, 2017). Some students have
encouraged the presence of competition during games. Maya is one of the English students
I really like competing against other teams because it motivates us to work harder.
If two or more people work together, they can kind of reason their way through it.
I wanted my team to do the best that we could and beat the other teams during the
battle with the boss that we were going against. What helped me learn was the fun
34
According to the students’ comments, learners prefer competitive games that include features
of fun and challenge because they believe that these aspects improve their motivation to learn
environment for students, which encourages teamwork and fueled a desire to give it one’s all.
The process of transforming theoretical framework lessons and activities into practice in FL
teaching and learning needs to follow steps which have made by Huang and Soman (2013).
That idea of integrating gamified activities into FL learning was asserted by Goethe (2019)
Examine characteristics
APPLYING
GAMIFIED
THINKING TO A
Develop content Define goals
LEARNING
EXPERIENCE
Foreign language teachers need to choose educational games that fulfill all the students’
objectives; the selected games need to be related to the lesson’s content, increase the core of
the subject and ameliorate it besides to identifying a specific purpose behind the game that
35
Ⅰ.2.2.4.1. Steps of Educational Games
series of steps. These steps are represented in the model of Huang and Soman (2013).
Figure 03: Educational Gamification Five-Step Model (Adapted from Huang and Soman,
2013)
Understanding the Target Audience and the Context: Foreign language teacher needs to
analyze the classroom to identify his student’ s learning styles, skills, capacities, motivation,
emotional components towards the TL. These points help the teacher to understand the
Defining Learning Objectives: The teacher assumes the responsibility of specifying the
learning aims and objectives of the students in order to have a successful learning atmosphere.
Structuring the Experience: The teacher analyzes and identifies the students’ needs in order
to prepare an educational game program that satisfies learners’ goals and increases their
Identifying Resources: When the teacher reaches this stage, he can apply the educational
games in his classroom regarding the consideration of the rules, feedback and student’s level.
Applying Gamification Elements: The teacher selects the games-based activities that are
beneficial for his students. This type of activities share among students cooperation,
36
Huang and Soman argued that FL teachers who follow the step model mentioned above could
have a creative and interactive educational setting. They might use online activities, digital
games and create even platform for applying the educational games.
enhance the student’s knowledge, fulfill the different learners’ styles that are available in the
classroom. The use of different types of games creates an interactional sense between teacher-
student and student-student. Hadfield (1984), as it is cited in Aiche (2018) classified games
The speaking skill decides the student’s level of proficiency in a foreign language. One of the
Due to that problem, foreign language teachers try to choose specific educational games that
Foreign language learning requires the use of movements and actions inside the classroom in
order to avoid the feeling of boredom or misunderstanding of the lesson. Students need to feel
comfortable when using their body language in answering the activities and playing the
games.
37
Ⅰ.2.2.5.3. Listening Games
This type encourages the use of listening skill because the four language learning skills have
an effect on one another. The use of audio-visual materials as the data show, smart-phones or
These games help students to learn from their learning experiences. It helps them to identify
their weaknesses and enhances them to fulfill the learning gaps. Experiential games have been
divided into two categories, the first category has a relation with the games which encourages
the spirit of cooperation between students while the second is categorized as the following
Games of guessing: these games allow students to use their mental and creative thinking to
Games of searching: they are known as word-locate games used by students to define new
terms. Throughout the process of searching for new words, students will automatically
memorize additional terms in which enrich their vocabulary about the language.
Information gap game: this type of game enables students to share information with each
other by helping the one who has gaps in his activity and when a student completes his task,
he can provide the others with some information to fulfill their needs.
Exchanging and collecting games: students exchange the needed materials for a certain
Games of combining: students play in an ordered and organized form without any features of
random.
38
Role-playing: students can act in different roles that they could not be in their real lives, for
Games of sharing: students share their opinions and ideas with other classmates. This
The application of games in the FL classroom is related to factors such as the student’s
number, timing and the available teaching materials. When selecting the types of games,
teachers should consider these factors in order to achieve the games’ effectiveness on EFL
students (Sigrioun, 2010). The following are the different forms of gamified activities
Pair work: The opportunities of ameliorating the English language are raised especially when
a learner works with his peer. It is considered as a motivator element because studying, or
playing with a peer reduces the level of stress and anxiety. Students feel comfortable to
communicate using FL. Playing a game in pairs promotes learners’ speaking skill because
Group work: Working in some specific games in groups is required in games-based activities
because if a group contains four students, they will discuss the game instructions and answers
by using the TL, their discussion is beneficial because they exchange their thoughts and each
one complete the other by different information. Playing in groups increases the cooperation
between students.
Individual work: Playing individually raises the sense of self-efficacy because students are
obliged to work alone. Students concentrate on reaching that goal of winning, which raises the
39
Ⅰ.2.2.7. Examples of Games-based Activities
There are several educational games that increase student’s satisfaction, motivation and
Board Race: It is enjoyable and at the same time beneficial for students. It is helpful in
learning new items about the FL and enriches students’ vocabulary. This activity can be used
at the beginning or the end of the lesson in order to observe the student’s comprehension and
memorization.
Word Jumble Race: This game raises the students’ competition, interaction and encourages
Hangman: This activity is used at the beginning of the lesson as a warm-up to make the
students attached and interested to think about the content of the lesson besides that, it can be
used at the end of the session if there is available time to provide learners with the opportunity
Puzzle: It makes students able to think critically, recognizes items and supports cooperation
Charades: This game encourages movements and actions inside the classroom. It motivates
students because it is challenging to see to what extent students are engaging in the lesson
especially when it needs only body language and gestures to share the information with the
whole classroom.
40
Ⅰ.2.3. Advantages of Gamification in Foreign Language Learning
(Connolly, Boyle, Mac Arthur & Hainey, 2012). Kapp declared that these advantages can be
noticed in inspiring learner’s behaviors, improving their learning and promoting their
games which have a direct relation with the subject content (Keeler, 2014). Gamification in
education is a continuous process that collects engaging game elements and uses them to
boost student motivation inside the classroom. Besides to that, it has a long-term impact on
students learning during the game (Simoes et al., 2013). Gamification relies on utilizing
games to achieve learning objectives, it works by introducing aspects inspired by games to the
classroom setting in order to improve lack of motivation and encourages learner’s behaviors.
Games-based activities depend on applying games to fulfill the learning objectives and help in
Educational games are combining formal learning with features of entertainment which
teach and learn FL as a way to increase and maintain students’ academic performance (2011).
Games are considered as a learning tool, if they are used and manipulated by the TL and
mainly if they are increasing student’s collaboration and motivation (2000). While Richard-
Amato said that games-based activities can be used pedagogically as a way of teaching
because it reduces student’s anxiety and provide them with chances to practice different
learning skills as reading and speaking (1996). Avedon (1971) stated that the use of games
can be effective rather than the use of other teaching methods because students prefer to learn
in an environment that enables them to show their abilities and capacities in the language, it
helps them in absorbing the content of the course. Foreign language classrooms are stressful
for students, specifically when they are facing a target language which differs from their
41
culture and mother tongue for the first time; this anxiety came from facing unfamiliar rules,
unidentified syntactical patterns and being insecure and nervous which impact their capacities
of learning. Using games to transmit FL knowledge can be helpful to decrease the level of
students’ stress and they can relax the atmosphere because of the element of fun (Schultz,
1988).
students could not identify that it is a part of the lesson or the lesson in itself and when they
are playing, they do not give attention to grammatical mistakes or language rules in general,
their spontaneous feeling enables them to learn differently unlike using the traditional
strategies where the teacher is the centered-classroom (Schultz, 1988). Using gamification in
the EFL classroom can be one of the crucial reasons that raise the student’s ability in
communication and participation through the use of TL because games open the door for
opportunities for students to practice and make errors, they do not feel by the language
complexity. Games-based activities can be suitable for shy students who were afraid of the
teacher’s attitude and classmates’ reactions (Hadfield, 1990). There is a widespread belief that
teaching and learning processes should be serious and strict and if a classroom contains
elements of fun and challenge is not truly accurate; however, it is a misunderstanding and it is
Overall, there are several benefits in employing games in the classroom, these advantages can
be as the following:
Learning a FL takes work; games assist students in making and maintaining that effort.
Games allow students to develop speaking, writing, listening and reading skills.
During the gamification technique, teachers need to transform the classroom from a
to interact inside the academic setting. At the beginning of the game, teachers explain only the
game’s instructions and inform them about the required timing. When the students are playing
and engaged with the content of the game, the educators stay alone and do not participate in
the game; they take a passive role, but they manage the classroom in a manner that does not
interrupt the students’ interaction and movements. While teachers can intervene in the game
In the use of games-based activities, the instructor needs to be able to manage the general
atmosphere of the classroom as timing and sitting, relates between the game and lesson’s
content and facilitates the games’ conditions to make them effective and beneficial for
Ojeda argued that teachers need to determine the types of games used inside their
classrooms, they need to connect these games with the content of the language syllabus to
language achievements and enhances their motivation. Successful educational games should
Foreign language teachers should be aware when selecting the educational games that suit
43
A game has to be both beneficial in learning and entertainment.
A game should inspire students to focus on the use of language rather than focusing on the
language in itself.
Karaslan (2013) and Prensky (2001) argued that educational games should have a direct
presented as:
Games-based activities give the gamers’ chances to gain improved grades in FL.
Teachers select games that involve students in problem-solving scenarios and these types of
Games facilitate communication between players, in which helps in the construction of social
Ⅰ.2.3.2.1. Grammar
Games that are played in everyday life can appear inside the classroom as educational
games because they can increase the learner’s engagement and encourage them. Educational
44
games of grammar give students the opportunities to participate and practice different
activities, they are considered as a helpful method for lessons’ revision in an entertainment
Ⅰ.2.3.2.2. Vocabulary
Educational games are effective to learn the vocabulary of the language especially in the
types of games that are composed of vocabulary lists or activities that develop writing and
reading skills. In other words, games attract students’ attention to the form and word meaning.
Consequently, games are a learning strategy that motivates students to learn academically, but
Conclusion
This chapter has provided a literature review about motivation as a process and its
importance on FLL. It presented the necessity of engagement and classroom interaction inside
an educational setting. Moreover, it shed lighted the problem of lack of motivation especially
in learning English as FL. It mentioned the factors that cause student’s lack of motivation,
shows the relationship that combines learning, motivation, language performance and
academic achievement. The same literature shows that gamification is adopted as a teaching-
learning strategy which raises students’ motivation, enhances their engagement and
encourages classroom interaction. For this, it was defined in this chapter, then its types and
forms besides to its advantages in FLL academic success and performance. It shows the
relationship between gamification, motivation and learning. The literature expressed the
importance of the presence of different features in learning English as a foreign language such
as motivation, classroom interaction, entertainment and fun. The research study and its
45