Gamifying the EFL Curriculum via Classcraft
This study aims to analyse how a gamified English Foreign Language (EFL) curriculum via Classcraft affects motivation of Dutch havo 4 students. This experiment was implemented at the Almende College Isala. A total of 52 students participated in this experiment, they were divided over two classes. The control group consisted of 86 students, they were divided over four classes. Results showed that feelings of autonomy were positively impacted due to gamifying the EFL curriculum through Classcraft. Results regarding motivation only showed a small overall increase in the experiment group. It was found that the secondary factors seemed to account for this. Considering the results, gamifying the EFL curriculum shows promise in relation to improving autonomy and self-determination.
Faculteit der Letteren