Exploring the Use of Gamification to Enhance ESL Students’ Class Participation
DOI:
https://doi.org/10.51200/ijelp.v8i1.6809Keywords:
Gamification, Class participation, ESL students, Students' participation, Gamified learningAbstract
This research analysed the use of gamification to enhance ESL students’ class participation among 26 students studying at a rural school in Sabah, Malaysia. The purposes of this study were to investigate whether gamification enhances students’ participation during English lessons and to investigate ESL students’ views on the use of gamification during English lessons. Using a qualitative approach, the participants were observed and interviewed. The key findings of this study revealed that gamification can enhance student participation and decrease language anxiety, which effectively increased the motivation of the participants. Findings also showed that the participants found enjoyment in English lessons and became more cooperative through gamification. Additionally, their motivation was influenced by their surroundings. The study is congruent with previous studies of similar contexts, and it is generally recommended for educators to experiment with the use of gamification in their practice. Future research should expand their sample diversity as secondary school students remain understudied.
References
Bodyk, O., & Karnoza, I. (Eds.). (2024). Gamification in English Language Teaching: Theoretical Foundations of Motivation Via Game Strategies. Complexities of Education of Modern Youth and Students. https://doi.org/10.46299/isg.2024.2.15
Braun, V., & Clarke, V. (2021). Thematic Analysis. In SAGE Publications Ltd. SAGE Publications Ltd. https://uk.sagepub.com/en-gb/eur/thematic-analysis/book248481
Creswell, J. W. (2006). Qualitative inquiry and research design: Choosing Among Five Approaches. SAGE Publications, Incorporated.
Desnenko, S., Pakhomova, T., Starostina, S., & Tokareva, J. (2021). Gamification in the formation of digital skills of future teachers. E3S Web of Conferences, 273, 12118. https://doi.org/10.1051/e3sconf/202127312118
Finn, J. D., Folger, J., & Cox, D. (1991). Measuring Participation among Elementary Grade Students. Educational and Psychological Measurement, 51(2), 393–402. https://doi.org/10.1177/0013164491512013
Hussain, S., Akram, M., & Hussain, M. A. (2021). Effects of Motivational Strategies on ESL Learners’ Proficiency: A Study of Graduate Students. Pakistan Journal of Educational Research, 4(1). https://doi.org/10.52337/pjer.v4i1.153
John, J. G., Gopal, R., Singh, C. K. S., Yesupatham, K. M., & Pratama, H. (2023). Reaching out to group contingencies in the ESL classroom. Journal of Higher Education Theory and Practice, 23(1). https://doi.org/10.33423/jhetp.v23i1.5794
Kakar, Z. U. H., Rasheed, R., Rashid, A., & Akhter, S. (2023). Criteria for Assessing and Ensuring the Trustworthiness in Qualitative Research. International Journal of Business Reflections, 4(2), 150–173. https://doi.org/10.56249/ijbr.03.01.44
Kiiashko, D., & Yashkina, V. (2021). Using the Platform Kahoot! as a Means of Gamification in the Process of Teaching English as ESL. Anglistics and Americanistics, 1(18), 79–83. https://doi.org/10.15421/382113
Lincoln, Y. S., Guba, E. G., & Pilotta, J. J. (1985). Naturalistic inquiry. International Journal of Intercultural Relations, 9(4), 438–439. https://doi.org/10.1016/0147-1767(85)90062-8
Naeem, W., Ashraf, Z., & Afsar, Z. A. (2023). Factors causing ESL students’ demotivation to learn English. Global Language Review, VIII(I), 114–122. https://doi.org/10.31703/glr.2023(viii i).11
Oranga, J., & Matere, A. (2023). Qualitative Research: Essence, types and Advantages. OALib, 10(12), 1–9. https://doi.org/10.4236/oalib.1111001
Ponce, O. A., Gómez-Galán, J., & Pagán-Maldonado, N. (2022). Qualitative research in education. IJERI International Journal of Educational Research and Innovation, 18, 278–295. https://doi.org/10.46661/ijeri.5917
Rafiq, K. R. M., Pazilah, F. N., Tong, G. Y., Yunus, M. M., & Hashim, H. (2020). Game On! Development and evaluation of computer games for ESL Classroom. International Journal of Scientific and Technology Research, 9(2), 1976–1980. https://www.ijstr.org/final print/feb2020/Game-On-Development-And-Evaluation-Of-Computer-Games-For-Esl Classroom.pdf
Rahim, M. E. A., Rahim, E. M. A., Razawi, N. A., & Mohamed, N. (2023). MORE Thank Child’s Play: Tackling speech anxiety among Malaysian ESL learners through Gamification. Idealogy Journal, 8(2). https://doi.org/10.24191/idealogy.v8i2.450
Razawi, N. A., Mohamed, N., Abd Rahim, M. E., & Abd Rahim, E. M. (2023). Improving the use of lecture videos to increase student engagement in ESL blended learning classrooms. Students’ Perception and Challenges of Learning the English Subjects Through Online Classes, 18(2), 71–99. https://ir.uitm.edu.my/id/eprint/81001/
Stahl, N. A., & King, J. R. (2020). Expanding Approaches for Research: Understanding and Using Trustworthiness in Qualitative Research. Journal of Developmental Education, 44(1), 26 28. https://www.jstor.org/stable/45381095
Yaccob, N. S., Rahman, S. F. A., Mohamad, S. N. A., Rahim, A. a. A., Rashid, K. K. A., Aldaba, A. M. A., Yunus, M. M., & Hashim, H. (2022). Gamifying ESL Classrooms through Gamified Teaching and Learning. Arab World English Journal, 8, 177–191. https://doi.org/10.24093/awej/call8.12
Zajda, J. (2021). Constructivist learning theory and creating effective learning environments. In Globalisation, comparative education and policy research (pp. 35–50). https://doi.org/10.1007/978-3-030-71575-5_3
Zhang, Q., & Yu, Z. (2022). Meta-Analysis on investigating and comparing the effects on learning achievement and motivation for gamification and Game-Based learning. Education Research International, 2022, 1–19. https://doi.org/10.1155/2022/1519880