scholarly journals How to Run Your Own Online Business: A Gamification Experience in ESL

2021 ◽  
Vol 11 (11) ◽  
pp. 697
Author(s):  
Mª Ángeles Hernández-Prados ◽  
Mª Luisa Belmonte ◽  
Juan Carlos Manzanares-Ruiz

Notwithstanding the importance and relevance of gamification as a topical methodology in education, and after a literature review, there are just a few studies using role-playing games. In order to motivate and facilitate English as second language (ESL) learning of first year of Bachillerato (year 12) students at a public high school in the Region of Murcia (Spain) and following an action research methodology, we design, implement and evaluate a role-playing game, which consists of the creation and management of a company, The Tik Tok School. The results confirm that students felt more comfortable speaking in English because they were more motivated. They also state that during the experience they were more focused on learning rather than winning the game and that they prefer a gamification approach over traditional settings. Furthermore, they have been participating constantly using more English than Spanish. After the data analysis, we conclude that this methodology positively impacts motivation and the acquisition of a second language.

Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.


2020 ◽  
pp. 424-446
Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


Author(s):  
S.G. Kukava ◽  
◽  
O.S. Ostroverkh ◽  

Statement of the problem. Based on the analysis of research by Russian authors, the article outlines the problem of the formation of emotional decentration in preschool children and the importance of play in this process. The purpose of the article is to identify the relationship between the formation of a role-playing game and the formation of emotional decentration. The research methodology is based on the cultural and historical concept of L.S. Vygotsky, as well as the theory of the activity by A.N. Leontiev; in the course of the study, the following methodology was applied: analysis of theoretical sources on formation of the emotional sphere of a preschooler and development of role-playing games; standardized observation of the progress of specially organized games; ascertaining experiment to determine the level of emotional decentration in preschoolers; formative experiment; qualitative and quantitative data analysis; comparative analysis of data using the statistical Student’s t-test. The significance level is p = 0.05. Research results. In the course of the study, our hypothesis was confirmed: such conditions for role-playing games as providing preschoolers with the opportunity to create and transform the play space with the help of unformed object material, adults acceptance of the position as a play partner contribute to the internal and external dynamics of the game, which, in turn, affects the progress in the development of emotional decentration in preschool children. Conclusion. In this paper, the features of emotional development of preschool age were described, the concept of emotional decentration from the point of view of different authors was considered, and the process of the development of play in preschool age was described. A scheme has been developed to determine the level of emotional decentration in preschoolers. In this scheme, three levels of formation of emotional decentration in children 4-6 years old are identified (relative to three criteria as indicators of emotional decentration): high, medium and low. A diagnostic game procedure “Wishes of a Fairy-Tale Character” has been developed, which can be used to identify the level of formation of emotional decentration. A scheme for analyzing the internal and external dynamics of a role-playing game has been developed.


Author(s):  
Isara Kongmee ◽  
Rebecca Strachan ◽  
Alison Pickard ◽  
Catherine Montgomery

Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitate language development by offering fun, informal, individualised and secure virtual spaces for students to practise their language with native and other second language speakers.


2018 ◽  
Vol 4 (3) ◽  
pp. 540
Author(s):  
Débora Nice Ferrari Barbosa ◽  
Maria Rosangela Bez ◽  
Paulo Ricardo Dos Santos

O presente artigo visa demonstrar como práticas pedagógicas com uso de tecnologias móveis podem contribuir para os processos de letramento, alfabetização e nos déficits de aprendizagem de crianças e adolescentes em tratamento oncológico em um contexto não-formal de ensino. A pesquisa, desenvolvida em uma instituição de apoio à criança com câncer, contemplou oficinas envolvendo jogos temáticos de Role Playing Game e atividades de leitura, escrita e raciocínio lógico utilizando aplicativos e recursos de dispositivos móveis tablets. Os resultados apontaram contribuições no desenvolvimento dos déficits de aprendizagem e linguístico, bem como no ensino voltado ao letramento como prática social.   PALAVRAS-CHAVE: aprendizagem com mobilidade; role playing game; desenvolvimento linguístico; letramento.     ABSTRACT This article shows how pedagogical practices using mobile technologies can contribute to the literacy processes of children and adolescents in oncological treatment. The research, developed at a cancer support institution, used practices envolving Role Playing Games and reading, writing, and logical reasoning activities. The practicies were based by using apps and other mobile devices resources, as  tablets, and the results shows that the students increased their learning according research goals.   KEYWORDS: mobile learning; role playing game; linguistic development; literacy.     RESUMEN  El presente artículo pretende demostrar cómo prácticas pedagógicas con uso de tecnologías móviles pueden contribuir a los procesos de letra, alfabetización y en los déficit de aprendizaje de niños y adolescentes en tratamiento oncológico en un contexto no formal de enseñanza. La investigación, desarrollada en una institución de apoyo al niño con cáncer, contempló talleres que involucra juegos temáticos de Role Playing Game y actividades de lectura, escritura y raciocinio lógico utilizando aplicaciones y recursos de dispositivos móviles tablets. Los resultados apuntaron a las contribuciones en el desarrollo de los déficit de aprendizaje y lingüístico, así como en la enseñanza orientada al literal como práctica social.   PALABRAS CLAVE: aprendizaje móvil; role playing game; desarrollo linguístico; letramiento.


2020 ◽  
Author(s):  
W.A. Hawkes-Robinson

Avedon's 1974 Interaction analysis has been very useful in explaining and developing role-playing games for various intervention goals. I created a "cheat sheet" that summarizes many pages of the concepts into one page, with specific notes for all role-playing game formats as per the Hawkes-Robinson RPG Model.


The article covers issues related to the psychology of KG Jung, namely with the transcendent function of the psyche. The basic concepts and provisions of the analytical approach of KG Jung are considered such as archetype, collective unconsciousness, player position, transcendence, transcendental function and others. The authors investigates such things as transcendent function of psyche as a necessary mental factor for the successful beginning and transference of the individuation process and relations between it and board role games. The article also pays attention to such an issue as the importance of creative activity manifestations for the normalization of the work of the transcendental function and the psyche as a whole. The phenomenon of board role games as manifestations of creative activity is considered. The study of the phenomenon of board role games and their possible connection with the state of the transcendent function of the psyche is considered due to the fact that board role games have gained significant popularity among young people. Peculiarities of game as a type of human activity and board role games in the process of transcendental function development of psyche are determined. The main types of role-playing games in general are named. Definitions of the basic concepts inherent in the subculture of board role-playing games today are given. The authors consider that during the board role-playing game, there is a violent activity of the collective unconscious archetypes, which in turn entails the need to use the transcendental function of the psyche of the players in order to become aware of these undefined mental contents. Based on the above, we can say that the article may be useful for professionals interested in the relationship of the Jungian approach with creative processes, namely its practical side, the importance of modern youth subcultures. Considering the results of the research, the conclusion was made that board role games are the factor in the development of the transcendental function of the psyche.


2009 ◽  
Vol 29 (4) ◽  
pp. 700-717
Author(s):  
Ana Alayde Saldanha ◽  
José Roniere Morais Batista

O Role-Playing Game (RPG) vem ganhando cada vez mais espaço entre os jovens no Brasil e na área da pedagogia, na qual vem sendo utilizado como ferramenta de aprendizado nas salas de aula. Este trabalho teve como objetivo determinar qual a concepção que os jogadores sistemáticos possuem a respeito dos jogos de interpretação de personagens, ou Role-Playing Games, bem como quais os fatores motivacionais que levam à prática desse jogo. Foi utilizado para a coleta dos dados um questionário sociodemográfico e uma entrevista semi-aberta, sendo esta última analisada com base em categorias determinadas a partir dos temas suscitados. As categorias demonstraram que o RPG é percebido como um teatro improvisado, uma forma de lazer, uma terapia, uma projeção de personalidade, um facilitador das relações pessoais e como uma confraternização com amigos. Foi determinado ainda que o principal fator motivacional dos jogadores era a amizade, a vontade de estar com os companheiros de jogo. Aparentemente, o jogo de RPG possui tanto características positivas quanto negativas, sendo que a diferença estaria na forma como é utilizado. O resultado da pesquisa abre caminho para futuros estudos sobre esse tipo de jogo que já se encontra inserido na cultura em massa.


Author(s):  
Bodi Anderson

This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two different registers: an internet chat register, and a Massive Multiplayer Online Role Playing Game register to explore the theoretical claim that such virtual world environments have higher levels of interaction. Overall findings exhibit that MMORPGs have higher amount of linguistic features characteristic of interaction. Evidence points to MMORPGs being more interactive and also supportive of collaborative interaction.


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