Gamifying the EFL Curriculum via Classcraft

Loading...
Thumbnail Image

Issue Date

Language

en

Document type

Keywords

Publisher

Alternative Title

Title

ISSN

Volume

Issue

Startpage

Endpage

DOI

Abstract

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.

Description

Citation

Faculty

Faculteit der Letteren

Specialisation

License

PubMed ID

EISSN

Endorsement

Review

Supplemented By

Referenced By