The use of gamification in enhancing students engagement and performance in ESL speaking lessons.
Malaysian second language learners are often passive in English language classrooms. Today, not only English is largely used for communication purposes in the physical world, it is extended to the virtual world too. Thus, it is pivotal for educators to enhance students’ tendency and confidence to sp...
Saved in:
Main Authors: | , , |
---|---|
格式: | Article |
語言: | English |
出版: |
Human Resource Management Academic Research Society (HRMARS)
2023
|
主題: | |
在線閱讀: | http://eprints.utm.my/105135/1/YongXinJie2023_TheUseofGamificationinEnhancingStudentsEngagement.pdf http://eprints.utm.my/105135/ http://dx.doi.org/10.6007/IJARBSS/v13-i1/16205 |
標簽: |
添加標簽
沒有標簽, 成為第一個標記此記錄!
|
id |
my.utm.105135 |
---|---|
record_format |
eprints |
spelling |
my.utm.1051352024-04-07T03:57:10Z http://eprints.utm.my/105135/ The use of gamification in enhancing students engagement and performance in ESL speaking lessons. Yong, Xin Jie Zakaria, Ainur Zaharah Hassan, Hanita LB Theory and practice of education Malaysian second language learners are often passive in English language classrooms. Today, not only English is largely used for communication purposes in the physical world, it is extended to the virtual world too. Thus, it is pivotal for educators to enhance students’ tendency and confidence to speak in English. This paper discusses the importance of being able to converse in English, factors which hinder secondary students’ participation during English speaking lessons, and proposes the use of gamification to promote active participation among upper secondary students A pilot study was conducted using qualitative (classroom observation and interview) method, using convenience sampling. Ten upper Malaysian secondary students were selected at random to partake in the one group pre-post test experiment, and random sampling was used to sort them into pairs. Five students were randomly selected for the interview session. Based on the findings of the pilot study, it was observed that the students were more active and engaged in the speaking lesson when gamification was applied. In addition, students responded positively on how gamification has helped them become more engaged during the speaking lesson. By implementing gamification in English speaking lessons, it is seen as effective in enhancing students’ overall engagement during their speaking sessions. The study recommends English language teachers to incorporate gamification in all four language skills (speaking, reading, listening and writing), Grammar and vocabulary during the lessons. Human Resource Management Academic Research Society (HRMARS) 2023-01-16 Article PeerReviewed application/pdf en http://eprints.utm.my/105135/1/YongXinJie2023_TheUseofGamificationinEnhancingStudentsEngagement.pdf Yong, Xin Jie and Zakaria, Ainur Zaharah and Hassan, Hanita (2023) The use of gamification in enhancing students engagement and performance in ESL speaking lessons. International Journal of Academic Research in Business and Social Sciences, 13 (1). pp. 479-503. ISSN 2222-6990 http://dx.doi.org/10.6007/IJARBSS/v13-i1/16205 DOI: 10.6007/IJARBSS/v13-i1/16205 |
institution |
Universiti Teknologi Malaysia |
building |
UTM Library |
collection |
Institutional Repository |
continent |
Asia |
country |
Malaysia |
content_provider |
Universiti Teknologi Malaysia |
content_source |
UTM Institutional Repository |
url_provider |
http://eprints.utm.my/ |
language |
English |
topic |
LB Theory and practice of education |
spellingShingle |
LB Theory and practice of education Yong, Xin Jie Zakaria, Ainur Zaharah Hassan, Hanita The use of gamification in enhancing students engagement and performance in ESL speaking lessons. |
description |
Malaysian second language learners are often passive in English language classrooms. Today, not only English is largely used for communication purposes in the physical world, it is extended to the virtual world too. Thus, it is pivotal for educators to enhance students’ tendency and confidence to speak in English. This paper discusses the importance of being able to converse in English, factors which hinder secondary students’ participation during English speaking lessons, and proposes the use of gamification to promote active participation among upper secondary students A pilot study was conducted using qualitative (classroom observation and interview) method, using convenience sampling. Ten upper Malaysian secondary students were selected at random to partake in the one group pre-post test experiment, and random sampling was used to sort them into pairs. Five students were randomly selected for the interview session. Based on the findings of the pilot study, it was observed that the students were more active and engaged in the speaking lesson when gamification was applied. In addition, students responded positively on how gamification has helped them become more engaged during the speaking lesson. By implementing gamification in English speaking lessons, it is seen as effective in enhancing students’ overall engagement during their speaking sessions. The study recommends English language teachers to incorporate gamification in all four language skills (speaking, reading, listening and writing), Grammar and vocabulary during the lessons. |
format |
Article |
author |
Yong, Xin Jie Zakaria, Ainur Zaharah Hassan, Hanita |
author_facet |
Yong, Xin Jie Zakaria, Ainur Zaharah Hassan, Hanita |
author_sort |
Yong, Xin Jie |
title |
The use of gamification in enhancing students engagement and performance in ESL speaking lessons. |
title_short |
The use of gamification in enhancing students engagement and performance in ESL speaking lessons. |
title_full |
The use of gamification in enhancing students engagement and performance in ESL speaking lessons. |
title_fullStr |
The use of gamification in enhancing students engagement and performance in ESL speaking lessons. |
title_full_unstemmed |
The use of gamification in enhancing students engagement and performance in ESL speaking lessons. |
title_sort |
use of gamification in enhancing students engagement and performance in esl speaking lessons. |
publisher |
Human Resource Management Academic Research Society (HRMARS) |
publishDate |
2023 |
url |
http://eprints.utm.my/105135/1/YongXinJie2023_TheUseofGamificationinEnhancingStudentsEngagement.pdf http://eprints.utm.my/105135/ http://dx.doi.org/10.6007/IJARBSS/v13-i1/16205 |
_version_ |
1797905948280356864 |
score |
13.252575 |