GAMIFICATION IN FRENCH LANGUAGE LEARNING: CREATION AND DESIGN OF AN ESCAPE GAME IN A GRADE 5 CLASS IN LEBANON
University of The Holy Family (LEBANON)
About this paper:
Conference name: 16th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2024
Location: Palma, Spain
Abstract:
The evolution of teaching methods toward learner-centered approaches and their focus of “learnability” has led to the emergence of new pedagogical practices aimed at enhancing student engagement, motivation, and cooperation.
In this context, students from the Faculty of Education at the University of Holy Family in Batroun, Lebanon embarked on creating an innovative educational tool: an Escape Game designed on Genial.ly, centered around the theme of planets.
The objective was to assess the impact of gamification on the level of engagement, motivation, and cooperation among Grade 5 learners. Drawing from principles of educational neuroscience—such as curiosity, surprise, active engagement, and empathy—as key factors for optimal learning, the escape game was designed to provide an immersive and interactive experience. The exercises were partially inspired by the objectives of Module 1, “Clair de Terre,” which covers the solar system theme in the Grade 5 school manual.
To create the game, various applications and software tools were utilized, including Learning App, Word Cloud, mirror writing, Voki, and Lockee. These tools aimed to cater to different learning profiles, break away from routine, and allow each learner to solve puzzles and exercises, transforming them into heroes of the adventure—even within the confines of an ordinary classroom.
The Escape Game will be presented as a formative assessment to allow learners to revisit concepts covered in class and engage in feedback with their peers. The expected outcomes could include improved learner engagement, increase intrinsic motivation, and strengthened language skills through this playful and interactive approach.
Furthermore, this differentiated approach aims to stimulate curiosity, creativity, and cooperation among learners while providing an enriching and motivating learning experience. The study's findings, derived from student-filled questionnaires and teacher observations, will yield valuable insights into the effectiveness of Escape Games within the school context and their impact on learner engagement.
Our intervention will focus on presenting a poster that showcases the game’s development and the results obtained: the use of digital tools offers innovative pedagogical perspectives.
The use of digital technology would offer innovative pedagogical perspectives. Keywords:
Gamification, Escape Game, Learning, Motivation, Innovation, Active Method.