The Impact of Using Gamification in Teaching and Learning English

Authors

  • Mustafa Altun English Language Teaching Department, Faculty of Education, Tishk International University, Erbil, Iraq.
  • Awezan Kamaran Yassin English Language Teaching Department, Faculty of Education, Tishk International University, Erbil, Iraq.

DOI:

https://doi.org/10.23918/ijsses.v9i2p291

Keywords:

Gamification, Motivation, Interest, Knowledge, Support, Increase

Abstract

For students to understand new contents while learning, they need motivation. Similarly, for the teachers to explain better practical, and simple strategies are needed. For these reasons, the main aim of this research is to find a middle ground between teachers and students; using gamification systems in education. Moreover, in this way teaching and learning atmosphere will give a sense of joy to the students that will make them focus and learn better. The focus of this research is to apply games in English learning. Furthermore, a survey of twelve questions was done on a group of students in Tishk international university to observe education willingness on the idea of having game activities while learning. Then, after the data were collected it was proven by the participants that students support the idea of having gamification in learning.

References

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Published

22.06.2022

Issue

Section

Articles

How to Cite

Altun, M., & Yassin, A. K. (2022). The Impact of Using Gamification in Teaching and Learning English. International Journal of Social Sciences & Educational Studies, 9(2), 291-297. https://doi.org/10.23918/ijsses.v9i2p291

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