Gamification and Game-based Learning as Methods to Motivate Students learn English Vocabulary
Author
Herrera Rodríguez, TexeneryDate
2018Abstract
Among all the innovative and emergent methodologies related to teaching foreign
languages, we could claim that teaching vocabulary of a Second Language through
games could be rightly applied in the classroom, as it might help learners become more
motivated and interested for their own learning. Games could also help them become
more autonomous, life-long learners and to study the given vocabulary in a more fun
and less anxious manner. Among all these methods, we can mention Game-Based
Learning and Gamification.
Through this dissertation, I have tried to test the validity of the theory of how gamebased learning and some of the features of gamification can provide students with
situations where they can learn a Second Language in a less anxious, more comfortable
and quicker manner, developing the skills necessary to become autonomous learners
and to retain the vocabulary studied in their long-term memories. To test the validity of
such theory, I have carried out a Learning Situation which shares both elements of
game-based learning and gamification with a group of fifteen students who have taken a
course on Hospitality (Ciclo Formativo de Grado Medio de Restauración) at a
secondary school in the outskirts of Santa Cruz de Tenerife. As it can be seen in the
answers of the questionnaire related to such didactic unit, which these students have
completed, the results seem to be quite satisfactory, and seem to validate the theory that
game-based learning and gamification can contribute to foster and expand the
vocabulary which is learnt in class.
However, and as it will be explained in the results of the questionnaire, these results
have been somewhat inconclusive due to a number of factors, such as the small amount
of students who have taken the questionnaire and answers left unanswered.
Nevertheless, it seems clear that both game-based learning and gamification, when
combined properly, could provide students with environments where they become
willing to learn and capable of remembering the lexicon studied, due to the engagement
they experience when playing and competing. Through these teaching approaches,
students learn to work in teams to reach a common objective, but they also learn to take
greater responsibility for their knowledge, behaviour and motivations, developing skills
such as curiosity, empathy, confidence, resilience and creativity among many others.
5
Using games in a Second Language classroom may help students become selfmotivated and interested in their learning. Through game-based learning and
gamification, vocabulary might be taught and learned in a more contextualised manner
which mirrors the acquisition of new words in the first language