The use of Gamification for English language assessment in Higher Education: an innovative perspective
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Revista Letras Raras |
Texto Completo: | https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/997 |
Resumo: | Assessment within the context of Higher Education plays a pivotal role in the educational process, as its main objective is to gauge students' progress and knowledge acquisition. However, traditional assessment approaches are often perceived as monotonous and demotivating, leading to a lack of engagement and unsatisfactory outcomes. In the era of Digital Technology, which brings forth new perspectives across various aspects of human life, Gamification emerges as an innovative proposal capable of transforming educational practices. This article aims to analyze the effects of Gamification on the assessment of English language teaching and learning in Higher Education. Methodologically, we conducted a quantitative and qualitative descriptive study, employing a case study approach. The research involved two sixth-semester undergraduate students majoring in Portuguese and English at an institution of Higher Education in Recife. Additionally, a participating English language professor and ten randomly selected English language teachers were interviewed through semi-structured digital interviews. Our strategies encompassed: (i) observation of sixth-semester English language classes, (ii) conducting semi-structured interviews with both students and teachers of English, (iii) development of the Gamified Assessment, (iv) implementation of the Gamified Assessment during the Teaching and Learning process, and (v) conducting follow-up semi-structured interviews with students after the conclusion of the Gamified Assessment. The results confirm the effectiveness of the Gamified Assessment in enhancing English language teaching, learning, and evaluation in Higher Education. |
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The use of Gamification for English language assessment in Higher Education: an innovative perspectiveThe use of Gamification for English language assessment in Higher Education: an innovative perspective Teaching and LearningGamified AssessmentDigital TechnologiesGamificationEnglish LanguageTeaching and LearningGamified AssessmentDigital TechnologiesGamificationEnglish LanguageAssessment within the context of Higher Education plays a pivotal role in the educational process, as its main objective is to gauge students' progress and knowledge acquisition. However, traditional assessment approaches are often perceived as monotonous and demotivating, leading to a lack of engagement and unsatisfactory outcomes. In the era of Digital Technology, which brings forth new perspectives across various aspects of human life, Gamification emerges as an innovative proposal capable of transforming educational practices. This article aims to analyze the effects of Gamification on the assessment of English language teaching and learning in Higher Education. Methodologically, we conducted a quantitative and qualitative descriptive study, employing a case study approach. The research involved two sixth-semester undergraduate students majoring in Portuguese and English at an institution of Higher Education in Recife. Additionally, a participating English language professor and ten randomly selected English language teachers were interviewed through semi-structured digital interviews. Our strategies encompassed: (i) observation of sixth-semester English language classes, (ii) conducting semi-structured interviews with both students and teachers of English, (iii) development of the Gamified Assessment, (iv) implementation of the Gamified Assessment during the Teaching and Learning process, and (v) conducting follow-up semi-structured interviews with students after the conclusion of the Gamified Assessment. The results confirm the effectiveness of the Gamified Assessment in enhancing English language teaching, learning, and evaluation in Higher Education.Assessment within the context of Higher Education plays a pivotal role in the educational process, as its main objective is to gauge students' progress and knowledge acquisition. However, traditional assessment approaches are often perceived as monotonous and demotivating, leading to a lack of engagement and unsatisfactory outcomes. In the era of Digital Technology, which brings forth new perspectives across various aspects of human life, Gamification emerges as an innovative proposal capable of transforming educational practices. This article aims to analyze the effects of Gamification on the assessment of English language teaching and learning in Higher Education. Methodologically, we conducted a quantitative and qualitative descriptive study, employing a case study approach. The research involved two sixth-semester undergraduate students majoring in Portuguese and English at an institution of Higher Education in Recife. Additionally, a participating English language professor and ten randomly selected English language teachers were interviewed through semi-structured digital interviews. Our strategies encompassed: (i) observation of sixth-semester English language classes, (ii) conducting semi-structured interviews with both students and teachers of English, (iii) development of the Gamified Assessment, (iv) implementation of the Gamified Assessment during the Teaching and Learning process, and (v) conducting follow-up semi-structured interviews with students after the conclusion of the Gamified Assessment. The results confirm the effectiveness of the Gamified Assessment in enhancing English language teaching, learning, and evaluation in Higher EducationEditora Universitaria da UFCG2023-08-31info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionArtigo avaliado pelos paresapplication/pdfhttps://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/99710.5281/zenodo.8302324Revista Letras Raras; Vol. 12 No. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 157-181Revista Letras Raras; Vol. 12 Núm. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 157-181Revista Letras Raras; Vol. 12 No 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 157-181Revista Letras Raras; v. 12 n. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 157-1812317-2347reponame:Revista Letras Rarasinstname:Universidade Federal de Campina Grande (UFCG)instacron:UFCGporhttps://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/997/877© 2023 Revista Letras Rarashttps://creativecommons.org/licenses/by-nc/4.0info:eu-repo/semantics/openAccessSerra, Roseli Wanderley de Araújo Silva, Josemeiere Caetano da Caiado, Roberta Varginha Ramos 2023-11-18T00:36:58Zoai:ojs2.revistas.editora.ufcg.edu.br:article/997Revistahttps://revistas.editora.ufcg.edu.br/index.php/RLRPUBhttps://revistas.editora.ufcg.edu.br/index.php/RLR/oai||letrasrarasufcg@gmail.com2317-23472317-2347opendoar:2023-11-18T00:36:58Revista Letras Raras - Universidade Federal de Campina Grande (UFCG)false |
dc.title.none.fl_str_mv |
The use of Gamification for English language assessment in Higher Education: an innovative perspective The use of Gamification for English language assessment in Higher Education: an innovative perspective |
title |
The use of Gamification for English language assessment in Higher Education: an innovative perspective |
spellingShingle |
The use of Gamification for English language assessment in Higher Education: an innovative perspective Serra, Roseli Wanderley de Araújo Teaching and Learning Gamified Assessment Digital Technologies Gamification English Language Teaching and Learning Gamified Assessment Digital Technologies Gamification English Language |
title_short |
The use of Gamification for English language assessment in Higher Education: an innovative perspective |
title_full |
The use of Gamification for English language assessment in Higher Education: an innovative perspective |
title_fullStr |
The use of Gamification for English language assessment in Higher Education: an innovative perspective |
title_full_unstemmed |
The use of Gamification for English language assessment in Higher Education: an innovative perspective |
title_sort |
The use of Gamification for English language assessment in Higher Education: an innovative perspective |
author |
Serra, Roseli Wanderley de Araújo |
author_facet |
Serra, Roseli Wanderley de Araújo Silva, Josemeiere Caetano da Caiado, Roberta Varginha Ramos |
author_role |
author |
author2 |
Silva, Josemeiere Caetano da Caiado, Roberta Varginha Ramos |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Serra, Roseli Wanderley de Araújo Silva, Josemeiere Caetano da Caiado, Roberta Varginha Ramos |
dc.subject.por.fl_str_mv |
Teaching and Learning Gamified Assessment Digital Technologies Gamification English Language Teaching and Learning Gamified Assessment Digital Technologies Gamification English Language |
topic |
Teaching and Learning Gamified Assessment Digital Technologies Gamification English Language Teaching and Learning Gamified Assessment Digital Technologies Gamification English Language |
description |
Assessment within the context of Higher Education plays a pivotal role in the educational process, as its main objective is to gauge students' progress and knowledge acquisition. However, traditional assessment approaches are often perceived as monotonous and demotivating, leading to a lack of engagement and unsatisfactory outcomes. In the era of Digital Technology, which brings forth new perspectives across various aspects of human life, Gamification emerges as an innovative proposal capable of transforming educational practices. This article aims to analyze the effects of Gamification on the assessment of English language teaching and learning in Higher Education. Methodologically, we conducted a quantitative and qualitative descriptive study, employing a case study approach. The research involved two sixth-semester undergraduate students majoring in Portuguese and English at an institution of Higher Education in Recife. Additionally, a participating English language professor and ten randomly selected English language teachers were interviewed through semi-structured digital interviews. Our strategies encompassed: (i) observation of sixth-semester English language classes, (ii) conducting semi-structured interviews with both students and teachers of English, (iii) development of the Gamified Assessment, (iv) implementation of the Gamified Assessment during the Teaching and Learning process, and (v) conducting follow-up semi-structured interviews with students after the conclusion of the Gamified Assessment. The results confirm the effectiveness of the Gamified Assessment in enhancing English language teaching, learning, and evaluation in Higher Education. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-08-31 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion Artigo avaliado pelos pares |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/997 10.5281/zenodo.8302324 |
url |
https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/997 |
identifier_str_mv |
10.5281/zenodo.8302324 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://revistas.editora.ufcg.edu.br/index.php/RLR/article/view/997/877 |
dc.rights.driver.fl_str_mv |
© 2023 Revista Letras Raras https://creativecommons.org/licenses/by-nc/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
© 2023 Revista Letras Raras https://creativecommons.org/licenses/by-nc/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Editora Universitaria da UFCG |
publisher.none.fl_str_mv |
Editora Universitaria da UFCG |
dc.source.none.fl_str_mv |
Revista Letras Raras; Vol. 12 No. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 157-181 Revista Letras Raras; Vol. 12 Núm. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 157-181 Revista Letras Raras; Vol. 12 No 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 157-181 Revista Letras Raras; v. 12 n. 2 (2023): Ensino de línguas por meio da gamificação: novas perspectivas e inovação; 157-181 2317-2347 reponame:Revista Letras Raras instname:Universidade Federal de Campina Grande (UFCG) instacron:UFCG |
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Universidade Federal de Campina Grande (UFCG) |
instacron_str |
UFCG |
institution |
UFCG |
reponame_str |
Revista Letras Raras |
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Revista Letras Raras |
repository.name.fl_str_mv |
Revista Letras Raras - Universidade Federal de Campina Grande (UFCG) |
repository.mail.fl_str_mv |
||letrasrarasufcg@gmail.com |
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