Research Article
BibTex RIS Cite

The Effect of Gamified and Blended Modules on English as a Foreign Language Learners’ Language Skills

Year 2023, Volume: 17 Issue: 2, 809 - 830, 02.01.2024
https://doi.org/10.17522/balikesirnef.1383324

Abstract

Gamification is among the trendiest topics in the context of English language teaching. Despite numerous studies on the impact of gamified language learning, further research is essential to comprehend its dynamics across diverse contexts. Therefore, this study aimed to explore high school language learners’ certain language skills after seven weeks of gamified and blended language learning experience. A mixed-method research design was employed to understand the impact of gamified content on learners’ reading, vocabulary, grammar, and writing skills. Students’ reading, vocabulary, and grammar skills were measured with proficiency tests administered before and after the intervention whereas their writing competence was investigated through grading their written assignments. In addition, learners’ opinions regarding the experience were collected to relate the statistical findings to qualitative data. As a result, it was found that the gamified learning experience improved language learners’ language skills and learner opinions explained these outcomes adequately.

Supporting Institution

This study was supported by TUBITAK 2211 Domestic Graduate Scholarship Program

References

  • Apel, K., & Werfel, K. (2014). Using morphological awareness instruction to improve written language skills. Language, Speech, and Hearing Services in Schools, 45, 251-260. https://doi.org/10.1044/2014_LSHSS-14-0039
  • Aydin, S. (2010). A qualitative research on portfolio keeping in English as a foreign language writing. The Qualitative Report, 15(3), 475-488. Retrieved from http://www.nova.edu/ssss/QR/QR15-3/aydin.pdf
  • Aydın, S., & Başöz, T. (2010). The attitudes of pre-service teachers towards EFL writing. Journal of Language and Linguistic Studies, 6(2), 54-68. Retrieved from https://dergipark.org.tr/en/pub/jlls/issue/9932/122889
  • Azzouz, N., & Gutierrez-Colon Plana, M. (2020). Effect of gamification on students’ motivation and learning achievement in second language acquisition within higher education: a literature review 2011-2019. The EUROCALL Review, 28(1), 40. https://doi.org/10.4995/eurocall.2020.12974
  • Brown, D. D., Lile, J., & Burns, B. M. (2011). Basic language skills and young children’s understanding of causal connections during storytelling. Reading Psychology, 32(4), 372-394. https://doi.org/10.1080/02702711.2010.495573
  • Collins, M. F. (2010). ELL preschoolers’ English vocabulary acquisition from storybook reading. Early Childhood Research Quarterly, 25(1), 84-97. https://doi.org/10.1016/j.ecresq.2009.07.009
  • Creswell, J. W. (2007). Qualitative inquiry and research design: Choosing among five traditions (2nd ed.). Sage Publications.
  • Danelli, F. (2015). Implementing game design in gamification. In T. Reiner & L. C. Wood (Eds.), Gamification in education and business (pp. 67-80). Springer.
  • Deterding, S., Björk, S., Nacke, L. E., Dixon, D., & Lawley, E. (2013, April). Designing gamification: creating gameful and playful experiences. CHI’13 Extended Abstracts on Human Factors in Computing Systems, 3263-3266. https://doi.org/10.1145/2468356.2479662
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011a, September). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15. https://doi.org/10.1145/2181037.2181040
  • Deterding, S., Sicart, M., Nacke, L. E., O’Hara, K., & Dixon, D. (2011b, May). Gamification: Using game design elements in non-gaming contexts. CHI’11 Extended abstracts on human factors in computing systems, 2425-2428. https://doi.org/10.1145/1979742.1979575
  • Devers, C. J., & Gurung, R. A. R. (2015). Critical perspective on gamification in education. In T. Reiner & L. C. Wood (Eds.), Gamification in education and business (pp. 417-430). Springer.
  • Duruk, E. (2021). A CEFR based evaluation of B1+ level preparatory program at a Turkish state university: The application of the foreign language skills scale. Psycho-Educational Research Reviews, 10(3), 0-1. https://doi.org/10.52963/perr_biruni_v10.n3.27
  • Espinoza-Celi, V., & Pintado, C. M. (2020). Using Twitter to enhance writing skill with senior high school students: A case study. Teaching English with Technology, 20(5), 108-124. Retrieved from https://www.ceeol.com/search/article-detail?id=912731
  • Herzig, P., Ameling, M., Wolf, B., & Schill, A. (2015). Implementing gamification: requirements and gamification platforms. In T. Reiner & L. C. Wood (Eds.), Gamification in Education and Business (pp. 431-450). Springer.
  • Kahn-Horwitz, J., Shimron, J., & Sparks, R. L. (2005). Predicting foreign language reading achievement in elementary school students. Reading and Writing, 18(6), 527-558. https://doi.org/10.1007/s11145-005-3179-x
  • Kayacan, A., & Razı, S. (2017). Digital self-review and anonymous peer feedback in Turkish high school EFL writing. Journal of Language and Linguistic Studies, 13(2), 561-577. Retrieved from https://dergipark.org.tr/en/pub/jlls/issue/36120/405630
  • Kieffer, M. J. (2012). Early oral language and later reading development in Spanish-speaking English language learners: Evidence from a nine-year longitudinal study. Journal of Applied Developmental Psychology, 33(3), 146-157. https://doi.org/10.1016/j.appdev.2012.02.003
  • Krashen, S. (1989). We acquire vocabulary and spelling by reading: Additional evidence for the input hypothesis. The Modern Language Journal, 73(4), 440-464. https://doi.org/10.1111/j.1540-4781.1989.tb05325.x
  • La Sala, M. C. (2018). Enhancing written language skills during the year abroad through online independent learning. Using Digital Resources to Enhance Language Learning – Case Studies in Italian, 2018, 17-27. https://doi.org/10.14705/rpnet.2018.24.795
  • Landers, R. N., Bauer, K. N., Callan, R. C., & Armstrong, M. B. (2015). Psychological theory and the gamification of learning. In T. Reiner & L. C. Wood (Eds.), Gamification in education and business (pp. 165-186). Springer.
  • Mazhar Hameed, P. F. (2021). Enhancing students writing skills using novels: The Saudi EFL learners’ perspective. Journal of Language and Linguistic Studies, 17(3), 1469-1483. https://doi.org/10.52462/jlls.106
  • Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative data analysis: A methods sourcebook (3rd ed.). Sage Publications.
  • Miller, C. (2013). The gamification of education. Developments in Business Simulation and Experiential Learning, 40, 196-200. https://doi.org/10.1007/978-1-4302-3594-1_3
  • Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research. Computers in Human Behavior, 71, 1-5. https://doi.org/10.1016/j.chb.2016.11.062
  • Özdemir, E., & Aydın, S. (2015). The effects of blogging on EFL writing achievement. Procedia - Social and Behavioral Sciences, 199, 372-380. https://doi.org/10.1016/j.sbspro.2015.07.521
  • Samosa, R. C., Policarpio, M. V, Caňamaque, B. O., Honeylyn Camocamo, P. A., & Marie Clavito, J. E. (2021). Gamification as an innovative strategy to improve learners’ writing skills. International Journal of Academic Multidisciplinary Research, 5(12), 25-32. Retrieved from www.ijeais.org/ijamr
  • Savran Celik, S., & Aydin, S. (2016). Wiki effect on English as a foreign language writing achievement. Global Journal of Foreign Language Teaching, 6(4), 218-227. Retrieved from https://files.eric.ed.gov/fulltext/ED573959.pdf
  • Sze, V. Y. W. (1999). Prompting second language development and reading habits through an extensive reading scheme. In C. Y. Mee & N. S. Moi (Eds.), Language instruction issues in Asian classrooms (pp. 59-74). International Development in Asia Committee.
  • Valizadeh, M. (2022). Collaborative writing on Google docs: Effects on EFL learners’ descriptive paragraphs. Indonesian Journal of English Language Teaching and Applied Linguistics, 6(2), 277-287. http://dx.doi.org/10.21093/ijeltal.v6i2.1053
  • Walter, O., Gil-Glazer, Y., & Eilam, B. (2019). “Photo-words”: Promoting language skills using photographs. The Curriculum Journal, 30(3), 298-321. https://doi.org/10.1080/09585176.2019.1568270
  • Yavuz, F., Ozdemir, E., & Celik, O. (2020). The effect of online gamification on EFL learners’ writing anxiety levels: A process-based approach. World Journal on Educational Technology: Current Issues, 12(2), 62-70. https://doi.org/10.18844/wjet.v12i2.4600

Oyunlaştırılmış ve Harmanlanmış Modüllerin İngilizceyi Yabancı Dil Olarak Öğrenenlerin Dil Becerilerine Etkisi

Year 2023, Volume: 17 Issue: 2, 809 - 830, 02.01.2024
https://doi.org/10.17522/balikesirnef.1383324

Abstract

Oyunlaştırma, İngilizce öğretimi bağlamında en popüler konular arasında yer almaktadır. Oyunlaştırılmış dil öğreniminin etkisi üzerine çok sayıda çalışma olmasına rağmen, farklı bağlamlardaki dinamiklerini anlamak için daha fazla araştırma yapılması gerekmektedir. Bu nedenle, bu çalışma lise öğrencilerinin yedi haftalık oyunlaştırılmış ve harmanlanmış dil öğrenme deneyiminden sonra belirli dil becerilerini keşfetmeyi amaçlamıştır. Oyunlaştırılmış içeriğin öğrencilerin okuma, kelime bilgisi, dil bilgisi ve yazma becerileri üzerindeki etkisini anlamak için karma yöntemli bir araştırma tasarımı kullanılmıştır. Öğrencilerin okuma, kelime bilgisi ve dil bilgisi becerileri, öğretim öncesinde ve sonrasında uygulanan yeterlilik testleriyle ölçülürken, yazma yeterlilikleri öğrencilerin yazılı ödevlerinin notlandırılmasıyla ölçülmüştür. Ayrıca, istatistiksel bulguları nitel verilerle ilişkilendirmek için öğrencilerin deneyime ilişkin görüşleri de toplanmıştır. Sonuç olarak, oyunlaştırılmış öğrenme deneyiminin öğrencilerin dil becerilerini geliştirdiği ve öğrenen görüşlerinin bu sonuçları yeterince açıkladığı bulunmuştur.

References

  • Apel, K., & Werfel, K. (2014). Using morphological awareness instruction to improve written language skills. Language, Speech, and Hearing Services in Schools, 45, 251-260. https://doi.org/10.1044/2014_LSHSS-14-0039
  • Aydin, S. (2010). A qualitative research on portfolio keeping in English as a foreign language writing. The Qualitative Report, 15(3), 475-488. Retrieved from http://www.nova.edu/ssss/QR/QR15-3/aydin.pdf
  • Aydın, S., & Başöz, T. (2010). The attitudes of pre-service teachers towards EFL writing. Journal of Language and Linguistic Studies, 6(2), 54-68. Retrieved from https://dergipark.org.tr/en/pub/jlls/issue/9932/122889
  • Azzouz, N., & Gutierrez-Colon Plana, M. (2020). Effect of gamification on students’ motivation and learning achievement in second language acquisition within higher education: a literature review 2011-2019. The EUROCALL Review, 28(1), 40. https://doi.org/10.4995/eurocall.2020.12974
  • Brown, D. D., Lile, J., & Burns, B. M. (2011). Basic language skills and young children’s understanding of causal connections during storytelling. Reading Psychology, 32(4), 372-394. https://doi.org/10.1080/02702711.2010.495573
  • Collins, M. F. (2010). ELL preschoolers’ English vocabulary acquisition from storybook reading. Early Childhood Research Quarterly, 25(1), 84-97. https://doi.org/10.1016/j.ecresq.2009.07.009
  • Creswell, J. W. (2007). Qualitative inquiry and research design: Choosing among five traditions (2nd ed.). Sage Publications.
  • Danelli, F. (2015). Implementing game design in gamification. In T. Reiner & L. C. Wood (Eds.), Gamification in education and business (pp. 67-80). Springer.
  • Deterding, S., Björk, S., Nacke, L. E., Dixon, D., & Lawley, E. (2013, April). Designing gamification: creating gameful and playful experiences. CHI’13 Extended Abstracts on Human Factors in Computing Systems, 3263-3266. https://doi.org/10.1145/2468356.2479662
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011a, September). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15. https://doi.org/10.1145/2181037.2181040
  • Deterding, S., Sicart, M., Nacke, L. E., O’Hara, K., & Dixon, D. (2011b, May). Gamification: Using game design elements in non-gaming contexts. CHI’11 Extended abstracts on human factors in computing systems, 2425-2428. https://doi.org/10.1145/1979742.1979575
  • Devers, C. J., & Gurung, R. A. R. (2015). Critical perspective on gamification in education. In T. Reiner & L. C. Wood (Eds.), Gamification in education and business (pp. 417-430). Springer.
  • Duruk, E. (2021). A CEFR based evaluation of B1+ level preparatory program at a Turkish state university: The application of the foreign language skills scale. Psycho-Educational Research Reviews, 10(3), 0-1. https://doi.org/10.52963/perr_biruni_v10.n3.27
  • Espinoza-Celi, V., & Pintado, C. M. (2020). Using Twitter to enhance writing skill with senior high school students: A case study. Teaching English with Technology, 20(5), 108-124. Retrieved from https://www.ceeol.com/search/article-detail?id=912731
  • Herzig, P., Ameling, M., Wolf, B., & Schill, A. (2015). Implementing gamification: requirements and gamification platforms. In T. Reiner & L. C. Wood (Eds.), Gamification in Education and Business (pp. 431-450). Springer.
  • Kahn-Horwitz, J., Shimron, J., & Sparks, R. L. (2005). Predicting foreign language reading achievement in elementary school students. Reading and Writing, 18(6), 527-558. https://doi.org/10.1007/s11145-005-3179-x
  • Kayacan, A., & Razı, S. (2017). Digital self-review and anonymous peer feedback in Turkish high school EFL writing. Journal of Language and Linguistic Studies, 13(2), 561-577. Retrieved from https://dergipark.org.tr/en/pub/jlls/issue/36120/405630
  • Kieffer, M. J. (2012). Early oral language and later reading development in Spanish-speaking English language learners: Evidence from a nine-year longitudinal study. Journal of Applied Developmental Psychology, 33(3), 146-157. https://doi.org/10.1016/j.appdev.2012.02.003
  • Krashen, S. (1989). We acquire vocabulary and spelling by reading: Additional evidence for the input hypothesis. The Modern Language Journal, 73(4), 440-464. https://doi.org/10.1111/j.1540-4781.1989.tb05325.x
  • La Sala, M. C. (2018). Enhancing written language skills during the year abroad through online independent learning. Using Digital Resources to Enhance Language Learning – Case Studies in Italian, 2018, 17-27. https://doi.org/10.14705/rpnet.2018.24.795
  • Landers, R. N., Bauer, K. N., Callan, R. C., & Armstrong, M. B. (2015). Psychological theory and the gamification of learning. In T. Reiner & L. C. Wood (Eds.), Gamification in education and business (pp. 165-186). Springer.
  • Mazhar Hameed, P. F. (2021). Enhancing students writing skills using novels: The Saudi EFL learners’ perspective. Journal of Language and Linguistic Studies, 17(3), 1469-1483. https://doi.org/10.52462/jlls.106
  • Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative data analysis: A methods sourcebook (3rd ed.). Sage Publications.
  • Miller, C. (2013). The gamification of education. Developments in Business Simulation and Experiential Learning, 40, 196-200. https://doi.org/10.1007/978-1-4302-3594-1_3
  • Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research. Computers in Human Behavior, 71, 1-5. https://doi.org/10.1016/j.chb.2016.11.062
  • Özdemir, E., & Aydın, S. (2015). The effects of blogging on EFL writing achievement. Procedia - Social and Behavioral Sciences, 199, 372-380. https://doi.org/10.1016/j.sbspro.2015.07.521
  • Samosa, R. C., Policarpio, M. V, Caňamaque, B. O., Honeylyn Camocamo, P. A., & Marie Clavito, J. E. (2021). Gamification as an innovative strategy to improve learners’ writing skills. International Journal of Academic Multidisciplinary Research, 5(12), 25-32. Retrieved from www.ijeais.org/ijamr
  • Savran Celik, S., & Aydin, S. (2016). Wiki effect on English as a foreign language writing achievement. Global Journal of Foreign Language Teaching, 6(4), 218-227. Retrieved from https://files.eric.ed.gov/fulltext/ED573959.pdf
  • Sze, V. Y. W. (1999). Prompting second language development and reading habits through an extensive reading scheme. In C. Y. Mee & N. S. Moi (Eds.), Language instruction issues in Asian classrooms (pp. 59-74). International Development in Asia Committee.
  • Valizadeh, M. (2022). Collaborative writing on Google docs: Effects on EFL learners’ descriptive paragraphs. Indonesian Journal of English Language Teaching and Applied Linguistics, 6(2), 277-287. http://dx.doi.org/10.21093/ijeltal.v6i2.1053
  • Walter, O., Gil-Glazer, Y., & Eilam, B. (2019). “Photo-words”: Promoting language skills using photographs. The Curriculum Journal, 30(3), 298-321. https://doi.org/10.1080/09585176.2019.1568270
  • Yavuz, F., Ozdemir, E., & Celik, O. (2020). The effect of online gamification on EFL learners’ writing anxiety levels: A process-based approach. World Journal on Educational Technology: Current Issues, 12(2), 62-70. https://doi.org/10.18844/wjet.v12i2.4600
There are 32 citations in total.

Details

Primary Language English
Subjects Educational Technology and Computing, Specialist Studies in Education (Other)
Journal Section Makaleler
Authors

Serhat Güzel 0000-0001-8337-3862

Cevdet Yılmaz 0000-0003-4713-6565

Publication Date January 2, 2024
Submission Date October 30, 2023
Acceptance Date November 13, 2023
Published in Issue Year 2023 Volume: 17 Issue: 2

Cite

APA Güzel, S., & Yılmaz, C. (2024). The Effect of Gamified and Blended Modules on English as a Foreign Language Learners’ Language Skills. Necatibey Eğitim Fakültesi Elektronik Fen Ve Matematik Eğitimi Dergisi, 17(2), 809-830. https://doi.org/10.17522/balikesirnef.1383324