Please use this identifier to cite or link to this item: https://publication.npru.ac.th/jspui/handle/123456789/2030
Title: Gamification in Language Classroom
Authors: Kosiyakul, Siwaporn
Boonbongkotrat, Nattakrita
Keywords: Gamification
Language Classroom
Teaching and Learning
Issue Date: 14-Jul-2023
Publisher: The 15th NPRU National Academic Conference Nakhon Pathom Rajabhat University
Series/Report no.: Proceedings of the 15th NPRU National Academic Conference;1619
Abstract: This article aimed to study gamification’s concept, components, types and application in language classroom. The key of language learning management includes teacher, learners and activities due to language is skill which learners have to act and practice through various activities and situations to activate expected behavior. Using gamification is a concept applying in language classroom in which gamification’s basic concept is consistent to learning management: Identify expected learning outcomes, indicators and objectives before class, and learners and context analysis is a main factor to set goal and learning outcome. Furthermore, using gamification has framework in setting structure and learning experience for learners’ participation correspond with language teaching achievement that learners should practice and experience through various situations. According to the study above, applying gamification in language management including 1) Analise Learners 2) Identify Learning Outcomes 3) Set Content and Language Level 4) Design Gamification Activities and 5) Assess and Evaluate, Give Feedback
URI: https://publication.npru.ac.th/jspui/handle/123456789/2030
ISBN: 978-974-7063-43-1
Appears in Collections:Proceedings of the 15th NPRU National Academic Conference

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