The use of Gamification for English language assessment in Higher Education: an innovative perspective

Detalhes bibliográficos
Autor(a) principal: Serra, Roseli Wanderley de Araújo
Data de Publicação: 2023
Outros Autores: Silva, Josemeiere Caetano da, Caiado, Roberta Varginha Ramos
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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spelling 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
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Artigo avaliado pelos pares
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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
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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
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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
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instacron_str UFCG
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reponame_str Revista Letras Raras
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repository.name.fl_str_mv Revista Letras Raras - Universidade Federal de Campina Grande (UFCG)
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