Role of Gamification in Doing Homework by Iranian EFL Learners
Subject Areas : Journal of Studies in Learning and Teaching EnglishMehrnoosh Panahandeh 1 , Azizeh Chalak 2
1 -
2 - English Department, Isfahan Branch, Islamic Azad University, Isfahan, Iran
azichalak@gmail.com
Keywords: Gamification, Kahoot, Attitude, game, Homework,
Abstract :
Gamification is the process of integrating games digitally to motivate people to achieve their goals. It could be employed in educational settings to maximize the enjoyment and engagement of learners and inspire them to continue learning. This paper addresses the design and implementation of Gamification as a tool for doing homework by Iranian EFL learners. Two groups of 30 male and female students were chosen for experimenting using Kahoot. Both groups take a pre-test as the treatment. The control group does their homework conventionally, but the experimenting group does it by Kahoot. At the end of the term, both groups take a post-test. The experimenting group receives a gaming survey, in which 10 English instructors are asked to complete an attitude survey to investigate their attitudes toward using Gamification. The T-test formula used in the experiment analyzes the results of the pre-test and post-test. The results revealed that the experimenting group outperformed the control group. Using Gamification increased the learners’ motivation, and the instructors welcomed the use of this method. In conclusion, it is stated in this article that using Gamification can be useful in teaching English to Iranian EFL adults.