A game-based learning model for English classes in a secondary school

Author(s):  
A. Pogrebnyi ◽  
P. W. C. Prasad ◽  
Abeer Alsadoon ◽  
A. K. Singh ◽  
A. Elchouemi
2022 ◽  
Vol 12 (1) ◽  
pp. 0-0

Since gamification has strengthened its place in education over the years, it is frequently preferred in English as a Second Language Learning. This study aims to investigate the literature on the effects of gamification on students’ English learning as a second language and the tendency of students to use games to learn English as a second language. This review contains a systematic review of published articles about gamification in English as a Second Language Learning for learners aged between 11-18 from 2013 to 2020. The study was designed according to the specifications of the PRISMA 2009 Checklist. A combination of words related to gamification, game-based learning, English as a Second Language, and secondary school was included as a search strategy. After selection, ten research articles written in English were reviewed. Their results indicated that the games enhance the fun, raise students’ motivation, and boost their participation while helping their autonomous learning. This review includes suggestions to support planning game-based English lessons.


1970 ◽  
Vol 10 (10) ◽  
pp. 211
Author(s):  
Srđan M. Gajdoš ◽  
Olivera Lj. Korpaš

The aim of this paper is to examine a possible approach to teaching vocabulary by heavily relying on popular culture and test its efficiency in the mastery of vocabulary. It also attempts to determine how students perceive this approach as opposed to a more conventional one. The paper implies drawing conclusions based on the study conducted by the authors. The study analyses a sample of 30 elementary and secondary school students (B2 level) who attended English classes in a private language school in Novi Sad. The control group was taught vocabulary units by using the coursebook as suggested in the teacher’s book. The experimental group used audio and visual material from songs, games and films. The mastery of vocabulary and the level of satisfaction with the class were higher in the experimental group.


Author(s):  
Ana Manzano León ◽  
José Miguel Rodríguez Ferrer ◽  
José Manuel Aguilar Parra ◽  
Juan Miguel Fernández Campoy ◽  
Rubén Trigueros ◽  
...  

2014 ◽  
Vol 143 ◽  
pp. 799-803
Author(s):  
Nittayaporn Kinboon ◽  
Paisan Suwannoi ◽  
Rekha Koul

Sign in / Sign up

Export Citation Format

Share Document