Conquering the iron throne: using classcraft to foster students’ motivation in the EFL classroom
Identificadores
URI: https://hdl.handle.net/10481/99293Metadatos
Mostrar el registro completo del ítemEditorial
Maria Curie-Sklodowska University, University of Nicosia
Materia
Classcraft English as a Foreign Language gamification motivation secondary education
Fecha
2020Referencia bibliográfica
Rivera-Trigueros, I., & Sánchez-Pérez, M. M. (2020). Conquering the iron throne: Using Classcraft to foster students’ motivation in the EFL classroom. Teaching English with Technology, 20(2), 3-22
Patrocinador
Proyecto de innovación docente de la Universidad de Almería "“Classcraft como plataforma de gamificación en el aula universitaria de lengua extranjera"Resumen
This study aims to analyse motivation in the English as a Foreign Language (EFL) secondary
classroom through gamification. To this end, a gamification proposal based on Game of Thrones
TV series was designed. Classcraft, an online role-playing platform, was used to create a gaming
scenario in the classroom. The proposal was implemented in two groups of 4th year of secondary
school, formed by 43 students aged between 15 and 16 years old. Results showed that
gamification had a positive impact on fostering students’ motivation. Particularly, a notable
increase in students’ participation was observed since their extrinsic and intrinsic motivation –
which increased 0.69 and 0.58 points accordingly – had improved after the implementation of the
gamification proposal. Consequently, Classcraft proved to be a tool with a great potential to
involve and engage students in the EFL classroom.