Title
Application of Gamification in Higher Education in the Teaching of English as a Foreign Language
Date Issued
01 June 2022
Access level
metadata only access
Resource Type
conference paper
Publisher(s)
Springer Science and Business Media Deutschland GmbH
Abstract
In higher education, the teaching of English has the objective of expanding the field of work and knowledge and improving the personal profile through the certification of international language exams. Therefore, this research aimed to determine the level of student perception regarding gamification tools in the technical English course of the Human Medicine career at a Peruvian University. For this purpose, a descriptive investigation was carried out with a duration of one academic semester. The research method was hypothetical-inductive. To obtain data, the survey technique and structured interview were used. The results demonstrated a positive level of satisfaction on the part of the students in the three gamified tools put to research. Based on the results obtained, it is assumed that the gamification tools in the teaching of English have better reception and predisposition due to their great acceptance and skills that make learning more meaningful. In addition, gamification seems to generate educative dedication, commitment, responsibility, and self-learning in students which causes a great expectation of the use of the three tools put to research as well as similar ones in the future of EFL.
Start page
323
End page
341
Volume
256
Language
English
OCDE Knowledge area
Ciencias de la educación
Lenguas, Literatura
Subjects
Scopus EID
2-s2.0-85120531556
Source
Smart Innovation, Systems and Technologies
Resource of which it is part
Smart Innovation, Systems and Technologies
ISSN of the container
21903018
ISBN of the container
9789811650628
Conference
International Conference in Information Technology and Education, ICITED 2021 Sao Paulo15 July 2021 through 17 July 2021
Sources of information:
Directorio de Producción Científica
Scopus