Gamification in English language classes: a comparative study within the LWB-UFS context

Authors

DOI:

https://doi.org/10.5007/1984-8412.2021.e71069

Abstract

Considering the need to engage and motivate English language students within the context of the Language without Borders (LwB) program at the Federal University of Sergipe (UFS), gamification or the use of game thinking and mechanics in real life contexts was applied in a class from a 48-hour course. In this paper, this gamified class is analyzed and compared to a non-gamified one. We also investigate how students perceive the experience in comparison to the regular classes. The methodology employed is a qualitative teacher-research based on action research. Finally, we conclude that even though 100% of the students think that the gamified class is better, they feel just as motivated in non-gamified ones.

Author Biographies

Nayara Stefanie Mandarino Silva, Federal University of Sergipe (UFS)

She holds an undergraduate degree in Letras from the Federal University of Sergipe (UFS). She is also part of the research group "Núcleo de Estudos de Cultura da UFS - Pólo autónomo internacional do CLEPUL: HISTÓRIA, CULTURA E EDUCAÇÃO".

Elaine Maria Santos, Federal University of Sergipe (UFS)

English professor at the Federal University of Sergipe, in Brazil. She completed her undergraduate degree in Portuguese-English and holds a Masters in Languages and a PhD in Education. She was a Fulbright Visiting Scholar in 2018 at New York University. She is the coordinator of the English without Borders Program at UFS. Her research interests are in applied linguistics, teacher education and history of education, focusing on Languages without Borders, English teaching, culture and identity.

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Published

2021-04-06