The impacts of gamification and the use of educational games in english language classes: TOEFL IBT oral production

Detalhes bibliográficos
Autor(a) principal: Mello, Diene Eire de
Data de Publicação: 2020
Outros Autores: Ramos , Samantha, Carlos, Raquel, Mollero, Giovanna
Tipo de documento: Artigo
Idioma: por
Título da fonte: Texto livre
Texto Completo: https://periodicos.ufmg.br/index.php/textolivre/article/view/24946
Resumo: The aim of the present study was to analyze the potential impact of gamification and the introduction of educational games on the motivation and linguistic proficiency of English language students over a 16-hour TOEFL iBT: Oral Production course at a public State University of Paraná. Among the course members, 2 graduate students actively participated in the data collection. During classes, diverse elements of gamification were combined with selected educational games that included group work, competition, development of oral skills in the foreign language, quick thinking and decision making. To analyze the motivational impacts, at the end of the course, a questionnaire was applied on students' perceptions about the gamified practices and the games used in the classroom. For the analysis of language proficiency, an analysis of lexical improvement was conducted using the interactive database English Profile from recordings of the same test performed at the beginning and at the end of the course. The results show that students believe that gamified classes and the use of educational games positively helped in the learning process regarding motivation, engagement and self-confidence. In turn, the analysis of the recordings pointed out that there were no significant gains with regard to the linguistic improvement of the students’ oral production. We conclude that although gamification proves to be an efficient didactic strategy in relation to student involvement, it is necessary to expand research and didactic experiences that can support more in-depth data in the field of foreign language teaching.  
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spelling The impacts of gamification and the use of educational games in english language classes: TOEFL IBT oral productionOs impactos da gamificação e a utilização de jogos educacionais nas aulas de língua inglesa: TOEFL iBT Produção Oral Ensino de línguasLíngua inglesaGamificaçãoProdução oralLanguage teachingEnglish languageGamificationOral productionThe aim of the present study was to analyze the potential impact of gamification and the introduction of educational games on the motivation and linguistic proficiency of English language students over a 16-hour TOEFL iBT: Oral Production course at a public State University of Paraná. Among the course members, 2 graduate students actively participated in the data collection. During classes, diverse elements of gamification were combined with selected educational games that included group work, competition, development of oral skills in the foreign language, quick thinking and decision making. To analyze the motivational impacts, at the end of the course, a questionnaire was applied on students' perceptions about the gamified practices and the games used in the classroom. For the analysis of language proficiency, an analysis of lexical improvement was conducted using the interactive database English Profile from recordings of the same test performed at the beginning and at the end of the course. The results show that students believe that gamified classes and the use of educational games positively helped in the learning process regarding motivation, engagement and self-confidence. In turn, the analysis of the recordings pointed out that there were no significant gains with regard to the linguistic improvement of the students’ oral production. We conclude that although gamification proves to be an efficient didactic strategy in relation to student involvement, it is necessary to expand research and didactic experiences that can support more in-depth data in the field of foreign language teaching.  O objetivo do presente estudo foi analisar o potencial impacto da gamificação e da introdução de jogos educacionais na motivação e na proficiência linguística de estudantes de Língua Inglesa no decorrer de um curso de 16 horas de TOEFL iBT: Produção Oral em uma universidade pública do Estado do Paraná. Dentre os integrantes do curso, dois alunos de pós-graduação participaram ativamente da coleta dos dados. Durante as aulas, foram utilizados elementos diversificados de gamificação, e os jogos educacionais que contemplaram trabalho em grupo, competição, desenvolvimento da habilidade oral na língua estrangeira, pensamento rápido e tomada de decisões. Para analisar os impactos motivacionais, ao final do curso, foi aplicado um questionário acerca das percepções dos alunos sobre as práticas gamificadas e os jogos utilizados em sala de aula. Para a análise da proficiência linguística, foi conduzida uma análise de aprimoramento lexical utilizando o database interativo English Profile a partir de gravações de um mesmo teste realizado no início e no final do curso. Os resultados apontam que os estudantes acreditam que as aulas gamificadas e a utilização de jogos educacionais auxiliaram positivamente no processo de aprendizagem quanto a motivação, engajamento e autoconfiança. Por sua vez, a análise das gravações apontou que não houve ganhos significativos no que se refere ao aprimoramento linguístico da produção oral dos estudantes. Concluímos que, apesar de a gamificação mostrar-se como uma estratégia didática eficiente em relação ao envolvimento do estudante, faz-se necessário ampliar pesquisas e experiências didáticas que possam subsidiar dados mais aprofundados no âmbito do ensino de línguas estrangeiras.  Universidade Federal de Minas Gerais2020-12-14info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.ufmg.br/index.php/textolivre/article/view/2494610.35699/1983-3652.2021.24946Texto Livre; Vol. 13 No. 3 (2020): Thematic dossier: Learning technologies; 316-333Texto Livre; Vol. 13 Núm. 3 (2020): Dossier temático: Tecnologías del aprendizaje; 316-333Texto Livre; Vol. 13 No 3 (2020): Dossier thématique: technologies d'apprentissage; 316-333Texto Livre; v. 13 n. 3 (2020): Dossiê temático: Tecnologias da aprendizagem; 316-3331983-3652reponame:Texto livreinstname:Universidade Federal de Minas Gerais (UFMG)instacron:UFMGporhttps://periodicos.ufmg.br/index.php/textolivre/article/view/24946/20385Copyright (c) 2020 Texto Livre: Linguagem e Tecnologiahttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessMello, Diene Eire deRamos , SamanthaCarlos, RaquelMollero, Giovanna 2020-12-26T22:51:40Zoai:periodicos.ufmg.br:article/24946Revistahttp://www.periodicos.letras.ufmg.br/index.php/textolivrePUBhttps://periodicos.ufmg.br/index.php/textolivre/oairevistatextolivre@letras.ufmg.br1983-36521983-3652opendoar:2020-12-26T22:51:40Texto livre - Universidade Federal de Minas Gerais (UFMG)false
dc.title.none.fl_str_mv The impacts of gamification and the use of educational games in english language classes: TOEFL IBT oral production
Os impactos da gamificação e a utilização de jogos educacionais nas aulas de língua inglesa: TOEFL iBT Produção Oral
title The impacts of gamification and the use of educational games in english language classes: TOEFL IBT oral production
spellingShingle The impacts of gamification and the use of educational games in english language classes: TOEFL IBT oral production
Mello, Diene Eire de
Ensino de línguas
Língua inglesa
Gamificação
Produção oral
Language teaching
English language
Gamification
Oral production
title_short The impacts of gamification and the use of educational games in english language classes: TOEFL IBT oral production
title_full The impacts of gamification and the use of educational games in english language classes: TOEFL IBT oral production
title_fullStr The impacts of gamification and the use of educational games in english language classes: TOEFL IBT oral production
title_full_unstemmed The impacts of gamification and the use of educational games in english language classes: TOEFL IBT oral production
title_sort The impacts of gamification and the use of educational games in english language classes: TOEFL IBT oral production
author Mello, Diene Eire de
author_facet Mello, Diene Eire de
Ramos , Samantha
Carlos, Raquel
Mollero, Giovanna
author_role author
author2 Ramos , Samantha
Carlos, Raquel
Mollero, Giovanna
author2_role author
author
author
dc.contributor.author.fl_str_mv Mello, Diene Eire de
Ramos , Samantha
Carlos, Raquel
Mollero, Giovanna
dc.subject.por.fl_str_mv Ensino de línguas
Língua inglesa
Gamificação
Produção oral
Language teaching
English language
Gamification
Oral production
topic Ensino de línguas
Língua inglesa
Gamificação
Produção oral
Language teaching
English language
Gamification
Oral production
description The aim of the present study was to analyze the potential impact of gamification and the introduction of educational games on the motivation and linguistic proficiency of English language students over a 16-hour TOEFL iBT: Oral Production course at a public State University of Paraná. Among the course members, 2 graduate students actively participated in the data collection. During classes, diverse elements of gamification were combined with selected educational games that included group work, competition, development of oral skills in the foreign language, quick thinking and decision making. To analyze the motivational impacts, at the end of the course, a questionnaire was applied on students' perceptions about the gamified practices and the games used in the classroom. For the analysis of language proficiency, an analysis of lexical improvement was conducted using the interactive database English Profile from recordings of the same test performed at the beginning and at the end of the course. The results show that students believe that gamified classes and the use of educational games positively helped in the learning process regarding motivation, engagement and self-confidence. In turn, the analysis of the recordings pointed out that there were no significant gains with regard to the linguistic improvement of the students’ oral production. We conclude that although gamification proves to be an efficient didactic strategy in relation to student involvement, it is necessary to expand research and didactic experiences that can support more in-depth data in the field of foreign language teaching.  
publishDate 2020
dc.date.none.fl_str_mv 2020-12-14
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://periodicos.ufmg.br/index.php/textolivre/article/view/24946
10.35699/1983-3652.2021.24946
url https://periodicos.ufmg.br/index.php/textolivre/article/view/24946
identifier_str_mv 10.35699/1983-3652.2021.24946
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://periodicos.ufmg.br/index.php/textolivre/article/view/24946/20385
dc.rights.driver.fl_str_mv Copyright (c) 2020 Texto Livre: Linguagem e Tecnologia
https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2020 Texto Livre: Linguagem e Tecnologia
https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal de Minas Gerais
publisher.none.fl_str_mv Universidade Federal de Minas Gerais
dc.source.none.fl_str_mv Texto Livre; Vol. 13 No. 3 (2020): Thematic dossier: Learning technologies; 316-333
Texto Livre; Vol. 13 Núm. 3 (2020): Dossier temático: Tecnologías del aprendizaje; 316-333
Texto Livre; Vol. 13 No 3 (2020): Dossier thématique: technologies d'apprentissage; 316-333
Texto Livre; v. 13 n. 3 (2020): Dossiê temático: Tecnologias da aprendizagem; 316-333
1983-3652
reponame:Texto livre
instname:Universidade Federal de Minas Gerais (UFMG)
instacron:UFMG
instname_str Universidade Federal de Minas Gerais (UFMG)
instacron_str UFMG
institution UFMG
reponame_str Texto livre
collection Texto livre
repository.name.fl_str_mv Texto livre - Universidade Federal de Minas Gerais (UFMG)
repository.mail.fl_str_mv revistatextolivre@letras.ufmg.br
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