DIGITAL LIBRARY
GAMIFICATION WITHIN THE ENGLISH CLASSROOM
1 Universidad Internacional de la Rioja (SPAIN)
2 Universidad de Valladolid (SPAIN)
3 Royal Russell School (UNITED KINGDOM)
About this paper:
Appears in: INTED2017 Proceedings
Publication year: 2017
Pages: 733-741
ISBN: 978-84-617-8491-2
ISSN: 2340-1079
doi: 10.21125/inted.2017.0315
Conference name: 11th International Technology, Education and Development Conference
Dates: 6-8 March, 2017
Location: Valencia, Spain
Abstract:
This study aims to provide a general overview of gamification, one of the educational methodologies which is currently booming. Firstly, on the one hand, we will commence by defining the concept of gamification while bearing in mind the different models that exist, amongst which the Bartle model stands out. On the other hand, secondly, we will study the connection between gamification and new technologies, mainly focusing on videogames.

Once all these all theoretical aspects are introduced, we will also present possible applications of this methodology within the educational world. This will be specifically focused on the English classroom during secondary education, and will have the aim to show all its various benefits as well as some of its disadvantages. Lastly, we will propose an activity based on gamification which could be subsequently carried out in a group with the features already mentioned.
Keywords:
Gamification, videogames, English, Secondary education.