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Gamification
Gamification

Gamification is an innovative approach that brings game elements into non-game contexts, aiming to create enjoyable and motivating learning experiences for students (Baptista & Oliveira, 2018; Kapp, 2012; Werbach & Hunter, 2015). In gamified learning environments, game mechanics and dynamics are applied to guide students towards specific behaviors (Bunchball, 2010; Rachels & Rockinson-Szapkiw, 2018). Bunchball (2010) defines game mechanics as the fundamental actions, processes, and control mechanisms that "gamify" an activity and create engaging experiences. These mechanics include various elements like points, levels, badges, leaderboards, challenges, storytelling, virtual goods, and more (Bunchball, 2010). On the other hand, game dynamics trigger emotions and drive learners' engagement with the game. These dynamics include elements such as status, achievements, rewards, self-expression, competition, altruism, challenges, fun, and satisfaction (Bunchball, 2010). By using game elements, learners are engaged with the content and motivated to achieve goals. For instance, when students successfully log into a computer application, they receive a badge as a game element, although it may not be directly linked to other game activities such as advancing to a new level, solving a puzzle, or matching items (Kapp, 2012).Gamification is considered one of the most enjoyable, engaging, and effective methods for learning a second/foreign language. The inclusion of various game elements, both mechanics and dynamics, in gamified environments can enhance learners' motivation and interest in learning English, reduce anxiety, and encourage positive learning behaviors (Kapp, 2012; Werbach & Hunter, 2012; Wu & Huang, 2017). Overall, gamification is associated with improved content language learning, increased engagement, motivation, and satisfaction (Hanus & Fox, 2015; Huang et al., 2018).
Here are popular gamification tools that can be used in language teaching:
Kahoot!

Kahoot is an interactive gamification tool that brings a fun and competitive element to the classroom. It allows teachers to create and play learning games, quizzes, and surveys with their students. With Kahoot, teachers can design engaging quizzes on various subjects and topics, including language learning. Students participate by answering questions using their mobile devices or computers, and they earn points based on the accuracy and speed of their responses. One of the key features of Kahoot is its game-like format and the element of competition it introduces. Students are motivated to participate actively and strive to achieve the highest score, which enhances their engagement and enthusiasm for learning. The platform provides immediate feedback to students after each question, reinforcing their understanding and helping them identify areas for improvement. Teachers can also track student performance and progress through Kahoot's analytics feature, which provides valuable insights into individual and class-level performance. Kahoot also offers a library of pre-made quizzes created by teachers and educators from around the world. This extensive collection allows language learners to access a variety of language-related quizzes to practice their skills and test their knowledge.
ClasscraftEdu

ClasscraftEdu is an innovative gamification tool designed to transform the classroom experience and enhance student engagement. It takes traditional classroom elements and combines them with game mechanics to create an interactive and immersive learning environment. With ClasscraftEdu, teachers have the ability to gamify their lessons by assigning roles to students, such as warriors, mages, and healers, and by incorporating game elements like experience points, levels, and rewards. Students earn points and level up by participating in class activities, collaborating with peers, and demonstrating positive behaviors. One of the key features of ClasscraftEdu is its emphasis on teamwork and collaboration. Students are encouraged to work together and support one another to achieve common goals. They can form teams, strategize, and solve challenges as a group. This not only promotes cooperation and communication but also fosters a sense of belonging and community within the classroom. Teachers can customize the game elements to align with their curriculum and learning objectives. They can create quests, quizzes, and assignments that provide meaningful learning experiences while incorporating elements of competition and achievement. ClasscraftEdu also offers a wide range of pre-built content and resources that can be used to enhance lessons and engage students.
Quizziz

Quizziz is an interactive gamification tool that enables teachers to create engaging quizzes and assessments for their students. It offers a fun and competitive learning experience that motivates students to actively participate in the language learning process. With Quizziz, teachers can design quizzes on various language topics such as vocabulary, grammar, reading comprehension, and listening skills. The platform provides a library of pre-made quizzes created by other educators, giving teachers access to a wide range of language-related content. Teachers can also create their own quizzes, customize the questions and answer choices, and add multimedia elements such as images and videos. One of the key features of Quizziz is its game-like format. Students can access the quizzes on their devices, and they receive immediate feedback after answering each question. Points are awarded based on the accuracy and speed of their responses, creating a sense of competition and excitement in the classroom. Students can track their progress and compare their scores with their peers, fostering a spirit of healthy competition. Quizziz also allows teachers to review and analyze student performance through detailed reports.
ClassDojo

ClassDojo is an online platform designed to enhance communication, engagement, and classroom management in educational settings. It provides teachers, students, and parents with a digital space to connect, share updates, and track student progress. At its core, ClassDojo focuses on creating a positive classroom culture and fostering a sense of community. Teachers can use the platform to reward students for positive behaviors and achievements through customizable avatars and digital badges. This encourages students to actively participate, engage in desired behaviors, and develop a growth mindset. With ClassDojo, teachers can easily communicate with parents and share updates on student performance, behavior, and academic progress. They can send messages, photos, and announcements, and even schedule parent-teacher conferences through the platform. This open line of communication strengthens the partnership between teachers and parents, allowing them to work together in supporting students' learning and development. The platform also offers various tools for classroom management, such as a timer, noise meter, and random student selector. These features help create a structured and focused learning environment, promoting positive behavior and active participation.
Dualingo

Duolingo is a popular language-learning platform that offers interactive and gamified lessons to help users learn a new language. It provides a fun and engaging way to learn languages through its mobile app and website. With Duolingo, learners can choose from a wide range of languages to study, including Spanish, French, German, Italian, and many more. The platform uses a variety of language-learning techniques, such as vocabulary drills, grammar exercises, listening comprehension, and speaking practice. One of the key features of Duolingo is its gamified approach to learning. Users earn points, level up, and unlock achievements as they progress through the lessons. The platform incorporates game-like elements, such as leaderboards, streaks, and virtual currency, to motivate learners and make the learning experience enjoyable. Duolingo offers a structured curriculum that covers different language skills, including reading, writing, listening, and speaking. Lessons are divided into bite-sized modules, making it easy for users to learn at their own pace and fit language learning into their busy schedules.
Breakout EDU

Breakout EDU is an immersive learning game platform that brings the concept of escape rooms into the classroom. It offers a unique and engaging way for students to collaborate, think critically, and problem-solve while learning various subjects, including language learning. In a Breakout EDU game, students work together to solve a series of puzzles, decipher codes, and find hidden clues to "break out" of a locked box or unlock digital locks. These puzzles and challenges are designed to align with specific learning objectives and can be customized to target language learning skills, such as vocabulary, grammar, listening comprehension, or cultural understanding. Breakout EDU games provide an interactive and hands-on experience for students, fostering active participation and encouraging teamwork. Students must communicate and collaborate effectively, using their language skills to decipher messages and solve language-related challenges. The game format creates an immersive and engaging learning environment that motivates students to actively engage with the language content. Breakout EDU offers a wide range of pre-designed game kits that cover various topics and subjects, including language learning. These kits provide all the necessary materials, clues, and instructions to set up and run the game. Educators can also create their own customized games using the Breakout EDU platform, tailoring the content to their specific language learning objectives and classroom needs.
References

Baptista, G., & Oliveira, T. (2018). Gamification and serious games: A literature metaanalysis and integrative model. Computers in Human Behavior, 92, 306–315
Bunchball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior. White paper, 9.
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161.
Homer, R., Hew, K. F., & Tan, C. Y. (2018). Comparing digital badges-and-points with classroom token systems: Effects on elementary school ESL students’ classroom behavior and English learning. Journal of Educational Technology & Society, 21(1), 137–151.
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.
Rachels, J. R., & Rockinson-Szapkiw, A. J. (2018). The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy. Computer Assisted Language Learning, 31(1–2), 72–89.
Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press.
Wu, T.-T., & Huang, Y.-M. (2017). A mobile game-based English vocabulary practice system based on portfolio analysis. Journal of Educational Technology & Society, 20(2), 265–277.