Abstract

For students to understand new contents while learning, they need motivation. Similarly, for the teachers to explain better practical, and simple strategies are needed. For these reasons, the main aim of this research is to find a middle ground between teachers and students; using gamification systems in education. Moreover, in this way teaching and learning atmosphere will give a sense of joy to the students that will make them focus and learn better. The focus of this research is to apply games in English learning. Furthermore, a survey of twelve questions was done on a group of students in Tishk international university to observe education willingness on the idea of having game activities while learning. Then, after the data were collected it was proven by the participants that students support the idea of having gamification in learning.

Details

Title
The Impact of Using Gamification in Teaching and Learning English
Author
Altun, Mustafa; Awezan Kamaran Yassin
Pages
291-297
Publication year
2022
Publication date
Jun 2022
Publisher
Ishik University
ISSN
24091294
e-ISSN
25200968
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2753661761
Copyright
© 2022. This work is published under https://creativecommons.org/licenses/by-nc/2.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.