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Trabajo Final de Máster acerca de las diferencias entre el aprendizaje basado en juegos y la gamificación
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UNIVERSIDAD CATÓLICA DE VALENCIA“San Vicente Mártir”
GAMES AND GAMIFICATION: ATHEORETICAL APPROACH TO ITS USE AS
A TOOL IN CLASS
Máster Universitario: Máster Universitario en Formación del Profesorado de Secundaria,Bachillerato, Formación Profesional y Enseñanzas de Idiomas, Especialidad en Inglés
Presentado porDª MARIA DEL CARMEN MONCHO PUCHOL
Dirigido por: Dª NEUS ÁLVAREZ RUBIO
Valencia, a 28 de MAYO de 2015
PORTADILLA
Dª NEUS ÁLVAREZ RUBIO
CERTIFICA:
Que el trabajo titulado: GAMES AND GAMIFICATION: A THEORETICAL APPROACH TO ITS USE ASA TOOL IN CLASS, ha sido realizado bajo mi dirección por la alumna Dª MARIA DEL CARMENMONCHO PUCHOL
Valencia, 28 de MAYO de 2015
Firmado:
AUTORIZACIÓN PUBLICACIÓN TRABAJO FIN DE MÁSTER
Dña.: MARIA DEL CARMEN MONCHO PUCHOL, con
D.N.I. 73657974 Z, como autor del Trabajo Fin de Máster con título: GAMES ANDGAMIFICATION: A THEORETICAL APPROACH TO ITS USE AS A TOOL IN CLASS del MásterUniversitario EN FORMACIÓN DEL PROFSORADO DE SECUNDARIA, BACHILLERATO,FORMACIÓN PROFESIONAL Y ENSEÑANZA DE IDIOMAS, ESPECIALIDAD EN INGLÉS
AUTORIZA:
la publicación en la Universidad Católica de Valencia “San Vicente Mártir” del Trabajo Fin deMáster arriba mencionado, como material de uso pedagógico para el apoyo al estudio yla investigación.
Valencia, 28 de MAYO de 2015
Fdo:
ABSTRACT
This dissertation is aimed at analyzing the advantages and disadvantages of learning a
second language through games. Therefore, I will investigate all the existing literature
about games and gamification and how a second language, different from the mother
tongue, can be learnt through games (simulations, role-plays, guessing..) with scholar
articles found on journals, academic articles and scientific texts.
Once I will analyzed the advantages and disadvantages of learning a second language
through games, I will state my opinion in respect to this methodology by giving
examples and citing authors who reinforce my view.
Key words: game, gamification, second language learning, advantages, disadvantages
RESUMEN
Este trabajo de investigación tiene como objetivo analizar las ventajas y las desventajas
del aprendizaje de una segunda lengua mediante juegos. De este modo, investigaré toda
la información académica existente sobre la gamification, como se puede aprender una
segunda lengua distinta a la materna mediante juegos (simulaciones, juegos de roles,
deducciones…) a través de documentos académicos encontrados en journals, artículos
académicos ¸ y en textos científicos.
Una vez analizadas las ventajas y las desventajas sobre el aprendizaje basado en juegos,
mostraré mi opinión respecto a esta metodología, y método, argumentándola con
ejemplos y citando autores que refuercen mi punto de vista.
Palabras clave: juego, gamification, aprendizaje de una segunda lengua, ventajas,
desventajas
RESUM
Aquest treball d’investigació té com a objectiu analitzar els avantatges i les
desavantatges de l’aprenentatge d’una segona llengua per mitjà de jocs. D’aquesta
manera, investigaré tota la informació acadèmica que existeix al voltant de
gamification, i com es pot treballar una segona llengua utilitzant la metodologia de
l’aprenentatge basat en jocs (simulacions, jocs de rol, deduccions...).
Una vegada analitzats els avantatges i les desavantatges sobre l’aprenentatge basat en
jocs, mostraré la meua opinió respecte a aquest mètode i metodologia, recolzant-me
amb els autors que hauré citat prèviament.
Paraules clau: joc, gamification, aprenentatge d’una segona llengua, avantatges,
desavantatges
INDEX
1. INTRODUCTION 12. EXISTING LITERATURE 3
2.1. Existing Literature of Games 32.2. Existing Literature of Gamification 5
3. RESEARCH OBJECTIVE 123.1. Hypothesis 123.2. Research Questions 12
4. ANALYSIS 134.1. Games 13
4.1.1. Scaffolding in Games 184.1.2. Types of Games 224.1.3. Points in Games 244.1.4. Levels 264.1.5. Other Markers of Progression 274.1.6. How to Design and Evaluate Game Based Learning 284.1.7. Advantages and Disadvantages of Games 30
4.2. Gamification 334.2.1. Engagement in Gamification 354.2.2. Levels in Gamification 394.2.3. Debriefing in Gamification 404.2.4. Advantages and Disadvantages of Gamification 414.2.5. Gamification Misunderstandings 45
4.3. Education Games vs Gamification of Education 474.4. Computer Assisted Language Learning 51
5. CONCLUSIONS 555.1. Answers to the Research Questions 555.2. Reflections on the Use of Games in Class 58
6. BIBLIOGRAPHY 63
1. INTRODUCTION
In this dissertation, what I aim to prove is that games can be used both as an
effective methodology and method for teaching any subject, and languages in particular.
We will analyze the different elements that form games and gamification, the main
advantages and disadvantages of both, and their relation.
The general motivation to study the topic of learning through games and
gamification is that everybody has a child inside him or her, and we love playing.
Therefore, as playing games is an interesting pastime, I want to prove that they can be
used for making learning more attractive for students. Since I started working as an
English teacher, I have been interested in making my students enjoy being in class and
learning. Therefore, in my opinion, games and gamification are perfect methods for this
purpose.
Since the impact of technology and globalization has made English to become a
lingua franca, that is a language and tool to communicate in any field, many learners
have realized that their traditional English learning at school was not an appropriate
preparation for the real world use of this language. What is more, there are English
learning methods and methodologies, which are usually dynamic and communicative,
and which are on the web for learners’ disposal. This phenomenon shows that informal
learning, the one which does not occur in the classroom, has been more flexible within
context relevance, comparing it to formal learning.
Having set out the essay and the general motivation, we can declare that the
investigation of this issue might be of the interest of teachers because they can use more
dynamic and engaging methodologies for their lessons. Nowadays, students ask for
1
more active participation in class, and teachers should be able to answer to these
requirements.
The overall structure of this study takes the form of six chapters, including this
introductory chapter. As we are doing in this section, this first part deals with the
introduction of this topic, showing the interest of our analysis, its purposes and the
relevance of this theme at the moment. Secondly, we will be looking at the existing
literature about games and gamification, doing an in-depth study of the different
investigations carried out on this topic, and the controversy which has arisen around
them. In the third chapter, we will set out to specify the research objectives that
motivate and trigger our analysis. Right after this part, we will start our analysis of the
different elements which form games and gamification, their advantages and
disadvantages, and the relationship between these two methods for teaching. The fifth
part is aimed to fall back on section 3, there we will discuss if the research hypothesis
that we formulated beforehand have been accomplished throughout the study.
Furthermore, in this section, we also state the conclusions that we extract from the
whole essay, analyzing how the research questions that we had at the beginning might
have been answered at the end of our work. Finally, in the sixth part, we will provide all
the bibliography used in order to write up this dissertation.
2
2. EXISTING LITERATURE2.1. EXISTING LITERATURE OF GAMING
Games are an important aspect of our human condition. Since we are born, we play.
It is inherent in our human state to play and entertain ourselves while learning. Small
children spend their first years playing at the same time they are learning. Many
companies since the 1950s and 1960s started creating games for babies so as to practice
with numbers, colours and shapes. But before the appearance of these companies, many
pedagogues advocated for games in their teaching methods. One of the pioneers of
learning while playing is the enormously famous Maria Montessori. This physician and
educator, in her work Montessori Method of 1912, defended that children should learn
naturally while developing their own initiative and natural skills, especially through
practical play.
Unbelievingly, teaching through games can be traced back many centuries. For
example, Chinese warriors were trained by using board and war games. Moreover,
many paintings have been found in the pyramids of Egypt where drawings of
checkerboards can be seen.
For a long time, many researchers have highlighted a clear relation between learning
and playing digital games, such as the psychologists Malone and Lepper (1987) and the
GBL researchers Kowit Rapeepisarn, Kok Wai Wong, Chun Che Fung and Myint Swe
Khine (2008). Indeed, digital games promote a new learning culture which better
matches students’ interests (Prensky, 2001).
There has been some investigation of gamers’ L2 learning in out-of-class contexts.
Sylvén and Sundqvist (2012) surveyed out-of-class English activities enjoyed by 86
Swedish youths (aged from 11 to 12 years old) and found that playing digital games was
3
more popular than watching TV or listening to music. In this research, students had to
report activity diaries, in those the researchers identified three groups of gamers: non
gamers, moderate gamers, and frequent gamers. The latter achieved the highest score in
a vocabulary test, followed by the moderate and then the non-gamers. The authors of the
investigation suggest that there is a positive relationship between L2 gaming and
informal L2 learning, and the reading of in-game texts could be a key learning
facilitator.
Despite all the advantages that games have and its utilities in education, there are
still many detractors. Much criticism has risen around the aspect that if it is possible to
learn while playing, because gaming is not seen as a useful tool for teaching. For
example, in schools in East Asia, gamification is regularly seen as addictive and non-
educational (Gentile, Choo, Liau, Sim, Li, Fung, & Khoo, 2011). L2 digital gaming,
therefore, takes place mainly in “entirely out-of-school non-institutional realms of freely
chosen digital engagement” (Thorne, Black, & Sykes, 2009, p. 802). According to Hays
(2005), “games should be used as adjuncts and aids, not as stand-alone instructions”.
Moreover, these critics oppose to teaching through games because they think that the
teacher is meaningless in this methodology because the students are alone while
playing. Another criticism to gaming is that students learn how to play but actually they
do not acquire any specific skill or concept.
2.2. EXISTING LITERATURE OF GAMIFICATION
4
Interest in learning through digital games has intensified in recent years, and
researchers and teachers have been keen to harness the pedagogical benefits in
classroom contexts. The term gamification is relatively new. It was first used by Nick
Peeling, a programmer and consultant who used it to describe his idea that electronic
manufacturers could improve their products by leaning in the videogames industry. In
2008, Bret Terrill from Zynga games used the term to describe “taking the gaming
mechanics and applying them to other web properties in order to increase engagement”
(Terrill, 2008). Nevertheless, it was not until 2010 when the term gained more
popularity. The proper definition of gamification is still being discussed.
One of the definitions of gamification most widely cited is the one offered by
Deterding et al. (2012, 10) who claim that “gamification is the use of game-play
mechanics in non-game contexts”. This definition, despite its simplicity, contains
characteristics which differentiate gamification from other similar pedagogic and ludic
processes. Deterding et al. distinguish between games and play, asserting that
gamification is based on games because it is more structural and formal while play is
freeform and improvisational. While some researchers are already working on it,
currently there is still little work on this subject.
The strengths and weaknesses of the definition of gamification provided by
Deterding et al. are that it is taken from the peculiarities of gaming. This approach does
not mean that they are proposing a simplified definition, but it also means that they do
not want to categorise the types of game design elements employed in gamification, nor
the kinds of non-game contexts in which the elements are employed. This is a non-
controversial definition but it is not a proper approach because it is not useful for
understanding the details of the processes of gamification.
5
An interesting alternative definition which deals with the peculiarities of
gamification is proposed by Gabe Zichermann (2011). Zichermann, one of the main
proponents of gamification, highlights the practices and purposes of gamification. He
claims that:
Gamification can be thought of as using some elements of game systems in the
cause of a business objective. It’s easiest to identify the trend with experiences
(frequent flyer programs, Nike Running/Nike+, or Foursquare) that feel
immediately game-like. The presence of key game mechanics, such as points,
badges, levels, challenges, leaderboards, rewards, and onboarding, are signals that a
game is taking place. (Zichermann, 2011)
While the definition proposed by Deterding et al. fails due to its lack of specificity,
Zichermann identifies the game mechanics used and the purpose behind the process of
gamification. His emphasis in the use of points, badges, levels, challenges and rewards
reflects and corresponds to an important aspect of gamification. In fact, many theorists
have stressed in the nature of these mechanisms in gamification (Fitz-Walter et al.,
2011, Huotari & Hamari, 2012, Muntean, 2011, Nicholson, 2012, Paharia, 2011).
However, the points, badges, levels, challenges and rewards system is highly
criticized. Ian Bogost (Pervasive Games: Exploitationware, 2012) states that the term
exploitationware should be used instead of gamification, because it controls and dictates
the behavior of the player. Moreover, he claims that creating a game is not a simple task,
and the gamification proponents have misunderstood the basic components of what a
game is:
6
gamification mistakes games’ secondary properties for their primary ones. It insults
and violates games. It confuses the magical magnetism of games for simplistic
compulsion meted out toward extrinsic incentives. (Bogost, 2011)
Thus, interestingly enough, he enhances his argument by asserting that gamification
only takes the most superficial and insignificant elements of games and rejects
Zichermann, to whom he defines as “the gamification movement’s Dark Lord”.
Note how deftly Zichermann makes his readers believe that points, badges, levels,
leader boards, and rewards are ‘key game mechanics.’ This is wrong, of course —
key game mechanics are the operational parts of games that produce an experience
of interest, enlightenment, terror, fascination, hope, or any number of other
sensations. Points and levels and the like are mere gestures that provide structure
and measure progress within such a system. (Tulloch, 320)
Bogost clearly believes that gamification has disregarded the important elements of
games and chosen to focus on its trivialities. According to him, the use of the word
“game” in the term gamification is not correct because the mechanics of gamification
have very little to do with the experience of playing a game.
Bogost is not the one who defends this idea, the gamification critic Alan Chorney
(2012) offers a similar perspectic when he states:
Gamification entrepreneurs will say they are using “techniques that game designers
[have] used for years to motivate behaviour – points, badges, levels, high score
tables and virtual goods” (Paharia, 2011). The truth is that these techniques are not
core characteristics of video games, nor are they exclusive to video game design.
7
In reality, gamification strips games of their essential characteristic: content, and
replaces it with a brand. (Chorney, 2012: 3)
Chorney understands gamification as a practice that looks for mechanisms designed
to make a commercial activity look like and entertainment experience.
Similarly to Chorney, Margaret Robertson argues the following:
[The] problem being that gamification isn’t gamification at all. What we’re
currently terming gamification is in fact the process of taking the thing that is least
essential to games and representing it as the core of the experience. Points and
badges have no closer a relationship to games than they do to websites and fitness
apps and loyalty cards. They’re great tools for communicating progress and
acknowledging effort, but neither points nor badges in any way constitute a game.
(Robertson, 2010)
According to Robertson, gamification misleads people when it makes them believe
that it exits a simple way of turning the difficult into easy. Moreover, in her opinion, it
would be better if we used the term pointsification when addressing to gamification
because it is not related to games, but to points. Finally, she defends that “Games are
good, points are good, but games ≠ points.” (Robertson, 2010).
Eventually, it can be observed that in the field of gamification there are two
tendencies clearly differentiated. On the one hand, there are theorists who believe that
the game mechanisms such as points, levels, badges and achievements can help to
produce a game-like experience in a non-game context. On the other, there are other
theorists who understand those mechanisms as secondary to true gaming.
8
Over time many researchers have conducted theoretical and empirical studies on the
subject of learning through gamified courses. These studies have unveiled many
interesting advantages of gamification like immediate feedback, the availability of
online information, productive learning, its engagement, the individual and cooperative
learning (Gee, 2003; Rosas, Nussbaum, & Cumsille, 2003), its assessment, the role of
the teacher and technological framework (Facer, 2003; Squire, 2002, 2003).
Unfortunately, there is still few research conducted around the topic of gamification.
Muntean made a theoretical analysis of gamification as a tool to increase engagement in
e-learning platforms (Muntean, 2011). This author states that gamification mechanics
can be used as a tool to motivate and trigger desired behaviors on students. She provides
a list of gamification elements and explains how they could be included in an e-learning
course. However, there is not empirical research so, more work is required so as to
implement it and obtain evidence about its effect on learning and teaching.
Muntean is not the only author who lists the elements if gamification. Silva proposes
another list of gamification elements, focusing on social game mechanisms which could
be included in gamified courses to increase the motivation of the students while
interacting with their classmates (Silva, 2010). The elements that this theorist list are
customization, community interaction and leaderboards. However, this author fails to
provide a guide on how to apply them on education. Therefore, more research is needed
in this field.
In 2013, another social gamification framework was presented by Simões, Díaz and
Fernández (2013). This is the web page http://schoooools.com. It is a social learning
environment, which intends to assist educators and schools with attractive educational
tools in order to improve students’ motivation and learning results. In this web page
9
teachers can choose the appropriate social gamification tools for their students based on
social games’ mechanics. Moreover, these theorists present a scenario in which they
describe how a certain mechanic can be integrated using a point-based reward system.
Unfortunately, there is no empirical evidence about the effectiveness of this approach.
There are few empirical researches on this subject, but Gaasland, in his master’s
thesis “Game mechanic based e-learning” (Gåsland, 2011). In this dissertation,
Gaasland presents an experiment in which a web platform is developed for a gamified e-
learning experience and evaluated it with a university class. The platform functioned as
a collaborative database in which students created and answered questions, using it as a
different way to study and revise topics. The results of this study suggested that the
platform is motivating, to some extent, but that much more research is needed to test
other gamification mechanisms and their combinations.
In 2014, Angelini, García-Carbonell and Watts conducted a research on the topic of
“Student perceptions of gain in telematic simulation”. They pretended to analyse “the
acquisition of communicative competence in English as a Foreign Language motivated
the use of simulation and gaming methodology, specifically telematic simulation, with a
cohort of engineering students”. The results of this study show that students were
satisfied with the methodology; they improved their oral and written production skills
and consolidated their interpersonal skills.
This dissertation could not dismiss the importance of the ICONS (International
Communication and Negotiation Simulations) project from the United States. It has
more than 30 years of experience designing and delivering educational role-play
simulations. Participants take part in simulations which can be scheduled for any length
10
of time throughout the year, and which consist of situations related with international
conflicts.
Finally, as this is the aim of this dissertation, more research should be conducted in
the following years around the topic of learning languages through gamified courses.
Most research of gamification has been applied to medicine, engineering or economic
courses, but not to learning and teaching languages.
3. RESEARCH OBJECTIVE
In the first sections, we have been looking at the introduction of this essay and the
existing literature about this topic. It is our purpose in this dissertation to study the
11
different elements which compose games and gamification methods, and its propensity
to being used in the learning process.
3.1. HYPOTHESIS
Given the growing interest of using new and active methodologies in class, in this
dissertation it is my purpose to investigate whether gaming methodology is an effective
tool for improving the learning of a second language.
Specifically, I am interested in the applicability of games and gamification methods
and methodology in the subject of English as Second Language learning in the
Secondary Education of Spain, regarding the national curriculum of this subject.
3.2. RESEARCH QUESTION
I have devised the following research questions that are intended to be tested in my
research:
1. When can a game be placed in the lesson: as a warmer, actual teaching or post
teaching?2. Why games should be used for the learning of a second language?3. Which are the constraints of using games for the teaching of a second
language?4. ANALYSIS
Before starting to deal with the analysis of gaming and gamification, we should bear
in mind the accurate definition of each of these methods and methodologies for
learning, and the different aspects which form them.
12
4.1. GAMES
Taking into account the Merriam Webster Dictionary, it defines the noun game as “a
physical or mental activity or contest that has rules and that people do for pleasure”.
Interestingly enough, Collins Dictionary defines it as “a contest with rules, the result
being determined by skill, strength, or chance”. Both dictionaries coincide in their
definitions, though there is a difference, they highlight the fact that games are designed
according to some rules and that the player’s ability is one of the key aspects. However,
the Merriam Dictionary includes the element of pleasure in the definition of game
provided, while the Collins Dictionary, in a different word sense, defines game as “an
amusement or pastime; diversion”, but there is no reference to the importance of the
rules. Hence, mixing both definitions provided by the Merriam Webster and the Collins
dictionaries, an appropriate definition of the word game would be “an activity, which
can be mental or physical, in which the players follow some rules and use their
cognitive knowledge in order to entertain themselves”.
Despite the differences in these definitions, all games share some elements, as Kapp
explains in his major work The Gamification of Learning and Instruction (2012). First
of all, games cannot exist without someone who plays; and if it is a game which can be
played by many people, these players get to interact and communicate in order to
perform properly. Moreover, games have points, badges and several systems for
assessing how players play. In turn, this point system contributes to promote challenge
in the game because all players want to do their best. Also, the points system provides
players with immediate feedback of their playing strategies. Another essential aspect is
the rules system, in order that all players know how to play correctly, a set of rules must
13
be provided. These should be known clearly by every player before starting to play.
Finally, the last essential aspect of games is that it provokes emotional reaction; players
can feel victorious or defeated after playing a game. To sum up, quoting Kapp’s words:
Together these disparate elements combine to make an event that is larger than the
individual elements. A player gets caught up in playing a game because an instant
feedback and constant interaction are related to the challenge of the game, which is
defined by the rules, which all work within the system to provoke an emotional
interaction and, finally, result in a quantifiable outcome within an abstract version
of a larger system. (Kapp, 2012:9)
In his dissertation, as a summary, Godwin-Jones (2014) explains perfectly what
games are. He highlights that one of the main advantages of games is that they “offer
an immersive environment in which extensive use is made of the target language.”
(Godwin-Jones, 2014:10). Furthermore, this author states that in order to progress in a
game, and pass over levels, players have to use language actively, because they need to
interact verbally either with game objects or other players. In this regard, players get to
use language in a real and meaningful way because it is employed in order to
accomplish a task. Furthermore, when using the language for the communicative
purpose of the game, players also learn that “the game context pragmatic
appropriateness is more important than grammatical accuracy” (Godwin-Jones,
2014:10). In addition, while playing, players “exposed to cultural and linguistic
knowledge that they are unlikely to have encountered in a textbook or in the
classroom” (Godwin-Jones, 2014:10). Therefore, players can learn from a variety of
situations in which different kinds of language use are requested. Such language use
comes naturally from the game and can involve interaction with players from different
14
cultural backgrounds. Furthermore, while playing, players are constantly bombarded
with feedback according to their performance.
Hirsh-Pasek and Michnick Golinkoff (2008) offer a different, but more complete,
definition of the noun game. They remark that games are pleasant, spontaneous,
absorbing, and are not real-life simulations. Moreover, games imply active participation,
do not have extrinsic objectives and can contain certain elements of imagination.
Basically, all games are edutainment, which is a combination of education and
entertainment, and the player hardly notices that he or she is learning while playing a
game. However, as Koster (2004) remarks, once it is mastered, it stops being fun,
because the enjoyment is placed in the uncertainty of what is going to happen during the
game. Following this insight, Tulloch (2014) remarks that “gaming is an unusual
pedagogy in its emphasis on entertainment”, the player learns because he or she is
entertained.
As Tulloch (2014) claims, almost all play functions through teaching the player the
rules, either in a verbal or in a written form. Then, the player learns these rules, so that
he or she can join in the game. Games therefore have to train the player into the
‘correct’ practices of play, these are the strategies needed to participate in and succeed at
the game.
Thiagi (1998), one of the most important theorists of gaming in education, states that
well-constructed games share five characteristics. First of all, he highlights the
importance of conflict in games because players must have a goal to achieve while
overcoming various obstacles. With this characteristic, Thiagi defends that games
should have a certain level of complexity so as not to be boring for the player.
15
Moreover, the rules must be clearly set, so that there is a certain control of the game. All
players can play in harmony because there are rules which guide the game, and all the
players know them. The third characteristic is that it must be clear under which
conditions the game can come to an end. The player can feel tired or exasperated if he
or she does not know how and when the game can end. Furthermore, players must take
into account that it is only a game, and that they should not feel neither frustrated nor
upset if they lose it. This fourth characteristic is very important because games are
based in imaginary scenarios, and do not correspond to real-life. Finally, Thiagi refers to
the characteristic of competency, that is the specific skills that the game is designed to
improve. For example, when designing a game, a teacher should think of the objectives
that the students should achieve in order to perform correctly while playing and, at the
same time, learn.
Nicola Whitton (2010) adopted an approach which defines games according to ten
characteristics, but not all games necessarily include each and every of these
characteristics. Whitton coincides with Thiagi with the element of competition in games
because, as she states, the goal of the activity is to achieve better results than other
players. However, in individual games, the competition can be found in the player
competing against him or her. She also agrees with Thiagi with the aspect of challenge,
because games need to have some obstacles that require the player’s effort. If games do
not challenge the players, they are worthless; they need to have a certain degree of
difficulty. As Thiagi remarks, games are only games, so Whitton reinforces this idea by
stating that the gaming activity takes place in a simulated environment which includes
places, objects and people which do not usually correspond to the reality of the player.
Following with the idea of games based on simulation, fantasy inhabits the game world,
16
because they are seldom placed in real scenarios. Furthermore, games have explicit
objectives so that the players know what they have to achieve, these objectives are
clearly explained in the instructions of the game. The sixth characteristic of games
introduced by Whitton is the interaction between the player and the game itself due to
the feedback. This is idea is strengthened by the fact that games provide measured
results, that is the points that the player can get while playing the game. Moreover,
Whitton explains that games help to social interaction when many players take part in
the gaming activity because they can play in a competitive or collaborative manner. In
relation to the rules, Whitton also explains that they are an important part of the game
mechanics because they present its boundaries, limitations and constraints. Finally, one
of the most important characteristics is that games are safe because they can be played
without having consequences in the real world, for example, in the hangman game the
player is not hung if he loses the game.
According to Elizabeth Corcoran (Corcoran, 2010), there are three types of games
which can be used in education. These are the classical educational games, the games
developed by students themselves and the gamified courses. In this paper, we will
explain the former and the latter, as they are the ones which arouse more controversy.
Interestingly enough, the games developed by the students themselves are the ones that
the student makes, using his or her imagination, in order to learn better and in depth.
4.1.1. SCAFFOLDING IN GAMES
Teachers must always be up-to-date in order to make their classes appealing and
attractive for students. Moreover, teachers should take account of the environment in
which they are teaching Addleman el al. (2014) points out. These authors state that
teachers should know who their students are, what are their likes and dislikes, where
17
they live, which familiar context they have, among other aspects. That knowledge of
who the students are is known as scaffolding. Moreover, if most of the students have a
certain political inclination, although the teacher does not agree with them, he or she
should respect it and provide them with games which do not raise controversy.
The benefits of self-reflection, empathy, self-efficacy, and multicultural sensitivity
result from engaging with culture rather than merely observing it from a distance.
Scaffolding is based on the Vygotzkian Zone of Proximal Development (ZPD)
concept. This concept refers to the distance between the actual development level as
determined by independent problem solving and the level of potential development as
determined through problem solving under adult guidance, or in collaboration with
more capable peers (Obikwelu, .2013:1).
According to Wood, Bruner, and Ross (1976), the term scaffolding is used for
characterizing the help that takes place during other-regulated interactions between
teachers and students. According to them, scaffolding has six main functions. First of
all, it is a form of recruitment because it recruits students into the task, that is, making
them interested in what they are asked to do. Moreover, since students are asked to do a
task, it reduces their freedom. A third function of scaffolding is motivating students to
perform a task; this is related with the engagement concept which will be later
discussed. Furthermore, scaffolding is used as a form of debriefing since the teacher
marks critical features and draws the students’ attention to certain areas of the task. In
addition, teachers sometimes work as therapists when the stress levels of the students
are so high, that they need the help of the teacher in order to control their frustration.
Finally, the last function of scaffolding, and the most important one, is that the teacher
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needs to be a model for the students; therefore, with his or her words and deeds, the
teacher can model a desired outcome in the students.
Renshaw & Brown (2007) list three strategies and functions of teacher talk and
describe the common features underlying teachers’ reactions to student responses. The
first strategy is called reformulation, in this the teacher listens to the student’s response
and then rephrases what the student has said while using appropriate language use or
reasoning. Another strategy for teachers to react to student responses is repetition, in
this the teacher repeats what the student has said and makes it publicly accessible for the
class. Finally, the third strategy is known as elaboration because the teacher asks the
student to justify his or her answer, or the teacher rephrases the student’s answer.
According to McNeil (2011), these strategies show how teachers scaffold language
learners during classroom talk. In other words, if teachers want to exercise these
scaffolding techniques, the student will first have to respond to a question, so that the
teacher can then rephrase, repeat or elaborate the response., This type of scaffolding is
undoubtedly important in helping English language learners move from everyday
concepts and language to a more scientific ones.
Tsai et al. (2013) conducted a research on the importance and use of targeted content
knowledge with scaffolding aid in educational simulation games, in which they divided
the class into two groups, one with scaffolding support, and the other, without it. They
concluded that providing scaffolding tasks in the game does not make students feel
disappointed when they were compared with the other students. These authors also
claim that scaffolding strategies could be useful for promoting the use of in-game
contents. To come to the point, the fact that students are provided with scaffolding is
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useful in promoting the use of in-game contents and enhancing learning effectiveness in
an educational simulation game.
Cates and Bruce (2000) explored how learner support might be more systematically
implemented in computerized instruction. As it can be seen in the figure below, they
thought about a “learner support space” which was made up of four quadrants that went
from intrusive to non-intrusive and from prescriptive to non-prescriptive. In the upper-
left corner, intrusive/prescriptive support appears on the screen without being asked for
by the learner and explains the correct form for task completion, for example, “You
need to do this next”. In the lower-right corner of the model, non-intrusive/non-
prescriptive support does not appear until the learner looks for it, though it makes
suggestions, such as “Have you thought about what you might do next?”. In the upper-
right corner, non-intrusive/prescriptive support waits until it is prompted by the learner
to supply with help, but then provides gradually guidance, like “Ask me when you’re
ready and I’ll tell you how to do it”. Finally, in the lower-left corner, intrusive/non-
prescriptive support interrupts to give clues about how to proceed, such as “Take a look
at this idea!”.
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Cates and Bruce (2000) suggested that game designers use this conceptual model to find
a supportive balance between learner support to address the motivational and cognitive
load needs of learners.
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4.1.2. TYPES OF GAMES
According to Gros (2007), there is a variety of genres of games although there is not
one standard classification since industry, developers, and academics, all use different
taxonomies. This author categorizes seven major genres:
First of all, action games or platform games are those games which are based on the
reaction of the player. Initially, most of the games were action games. Then, adventure
games in which through a virtual world, the player solves a number of tests in order to
progress while getting levels, badges, points... The third game genre that Gros points out
is fighting games. As its name suggests, these games involve fighting against computer-
controlled characters or those controlled by other players. In this type of games, the
players only need to take part in the game at the same time, but not in the same place.
Videogames correspond to this category.
Role-playing games are another category. In these, the player pretends to be
someone else, he or she has to assume the characteristics of that person and act out in a
given context.
The fifth game listed by Gros is simulations. These are similar to role-playing
although there are some differences. The player has to succeed within some simplified
recreation of a place or situation to achieve a particular goal. According to Clapper
(2010), it involves participating in a very real learning experience that closely resembles
an actual setting. Chia-Jung Wu et al. also offer a definition of simulation; he defines it
as “a game genre that highlights the strong connection between a real life reference
game environment and knowledge-in-use playing mechanic” (Chia-Jung Wu et al.,
2014:211). These authors also state that “the challenge for simulation instruction is
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transferring authentic game resources to comprehensible pieces for learners to play
without too much distraction from language barriers” (Chia-Jung Wu et al., 2014:212).
The difference between role-playing and simulation is that role-playing “exercises
typically provide fewer set instructions, regarding the roles the students are asked
to play, and instead students are asked to determine how they would respond in a
certain context (Shaw 2010).
Furthermore, sports games, as the name itself indicates, are based on sports and the
improvement of the fitness of the player. Finally, strategy games are those in which the
player recreates a historical or fictional situation to devise an appropriate strategy to
achieve a goal.
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4.1.3. POINTS IN GAMES
The reward system is one of the most important elements in game structure because
it is responsible for stimulating active and sustained game playing. “In many games,
points do measure progress, but in doing so they are providing constant corrective
feedback to player on their play strategies” (Tulloch, 2014). They can help the player to
know if he or she is playing correctly; because the better played, the higher the number
of points achieved by the player. Therefore, points are essential to the play experience;
if players did not have them, they would have fewer indicators of how they are
approaching the game.
In contrast, not all games use point mechanics. Some games are designed relying on
‘health’ and ‘lives’ mechanisms of the player challenge, in these the player learns to stay
alive in order to succeed in the game. When the player dies or is injured, he or she
knows that something wrong has been done. Fortunately, that injury is not ‘real’ or
physical, the player can know, without being told, how to avoid injury and death for his
or her character. The degree of injury shows the player the improvement required. If the
player loses a small amount of health, then he needs a bit of refinement. However, if the
player virtually dies, he knows that he or she needs to correct the way he is playing.
Therefore, points help to provide the player with instant feedback of his or her
performance.
Contrary to ‘health’ and ‘lives’ mechanisms, points are very easy to be interpreted
and understood by the player because they have not got much complexity. They give
players real-time feedback on how well they are doing in the game, and to help them
refine their technique in order to succeed (Tulloch, 2014). However, one of the main
drawbacks of points is that they can increase in number, but they cannot be lost or
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traded; points only reward correct actions, they are central to the teaching of how to
play correctly. In this way, ‘health’ and ‘lives’ mechanisms are better forms of
understanding the performance of the game because the player can reflect on his or her
abilities and lose a bit of his or her life to pass over an obstacle. Since we are born, we
are always competing in order to show who is stronger, or more powerful, or more
beautiful, or more intelligence. It is in this constant fight, with ourselves and everybody,
that rewards are an important element in gaming because it contributes to participation.
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4.1.4. LEVELS
According to Tulloch (2014), levels are an example of a crucial process to the game
experience because they are markers of progression, and at the same time progression
provides the player with instant feedback on how he or she is doing. In most of the
games, the progress is represented in tables and diagrams, which are simple and crucial
pedagogic mechanisms in gaming. Players know they are playing correctly when they
get to the next level. Moreover, the player can clearly see his or her progress, control the
performance of his or her gaming and think about which strategies used have been
useful and which have been pointless.
When we play, we want that the game moves forward and keeps becoming more
difficult in every level. That difficulty is what engages the player; we are used to
entertain ourselves by achieving great challenges. However, levels can sometimes
reflect on the player a sense of linearity and boredom, because the player cannot choose
the level he wants to play, he or she has to follow the order of the levels designed.
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4.1.5. OTHER MARKERS OF PROGRESSION
Apart from points, levels and ‘health’ and ‘lives’ mechanisms, there are other
instruments used in games in order to mark the progression of the player; these can be
leveling up character skills, unlocking items, attaining achievement badges and trophies,
weapons, moves or moving the narrative forward. All these give a sense of autonomy to
the player because they are encouraged to follow his or her interests.
The use of badges is popular in on-line systems and succeed in increasing user
participation (Anderson, Huttenlocher, Kleinberg, & Leskovec, 2013; Denny, 2013;
Hakulinen, Auvinen, & Korhonen, 2013). Badges represent goal setting, instruction,
reputation, status/affirmation, and group identification (Antin & Churchill, 2011),
depending on the type of badge used.
Finally, all these elements mark the progression of the game and their functions are
to signify, reward and correct play practice, because they are important pedagogic
elements.
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4.1.6. HOW TO DESIGN AND EVALUATE GAME-BASED LEARNING
Romero (2015) created a six-phase methodology for designing and evaluating game-
based learning activities from a learner perspective, called HEXA-GBL, which is
organized on six steps. The first four phases are related to the game design activity, such
as the learning objectives definition, the learner-centered need analysis, and the
definition of the game modalities, mechanics and rules. The final two phases
concentrate on the play activity evaluation from the perspective of the learning goals,
assessment and feedback.
According to this author, first of all, we have to decide what the learners are going
to learn, that is, defining the objectives of the game, taking into account the curriculum
of the subject. Afterwards, the needs of the learners have to be analyzed and considered,
depending on the prior knowledge and competences of the learners, the learning
objectives will be designed. If it is an individual game, players can start at a certain
level according to their previous knowledge; but if it is a team game, cooperative game
dynamics can be created in order to deal with intragroup diversity. Romero emphasizes
that the social context of the players, the resources which are available and the language
needs of the players should be born in mind when designing the activity.
The third step of the HEXA-GBL is deciding the modality of the game. According
to the learning objectives or the learners’ needs, the game has to be adapted. Next, the
rules and the mechanics of the game have to be designed, taking into account the
individual or collaborative nature of the learning objectives and the assessment and
feedback so as to incentivize the learning progression in the game.
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The fifth step is the learning assessment and feedback. This is an important phase of
the process of designing a game activity because if the player is not provided with an
appropriate assessment of his or her progress he or she could have the perception of
being engaged in a game activity which was not related to the learning objectives.
Learners do always want instant feedback, and this should be born in mind when
designing the game.
Finally, the sixth phase is called gaming and learning experience. In this part, the
gaming experience is recognized when a learner has been engaged as a player in the
activity. This intends to evaluate the player gaming and learning experience.
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4.1.7. ADVANTAGES AND DISADVANTAGES OF GAMES
The application of gaming methodology in education arouses some controversy.
Some theorists see its advantages; while others defend that it has many disadvantages.
First of all, we will explain the benefits, and later its drawbacks.
First of all, provided there are vast differences between games, their utility is that in
optimal environmental contexts, with appropriately selected and trained groups of
students, playing a well-designed game, a number of positive and effective language
learning experiences are feasible. According to Gowin-Jones (2014:10), “games can
offer an immersive environment in which extensive use is made of the target language”.
On the one hand, many scholars see the advantages of games in learning. One of the
most important advantages of using games in education is that they create a hands-on
opportunity to learn in a scenario. As students like games, they do not pay attention to
the fact that they are learning while playing. It is not the same watching a documentary,
for example, about the life of English people during the reign of King Henry VIII, than
pretending they lived in that time. Games allow students to become active participants
in their learning process while getting new ideas and concepts, while feeling tension and
suspense.
Nevertheless, with games players can learn conceptual and procedural contents, but
also attitudinal ones. Games can help to develop the player’s confidence, focus and
memory. They develop their confidence when they receive feedback of their
performance; and their focus, when they follow the order of the levels.
Furthermore, games offer challenges to the players, so they can improve their skills
in order to perform correctly. Interestingly enough, team games contribute to develop
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the player’s collaborative experience, because he or she learns to play within a group,
and perform for the benefit of all the players. Therefore, games can provide
opportunities for students to work on different skills while developing their research
methods, problem-solving and leadership.
Another advantage is that games, as defended by Thiaggi, give the player adrenaline
when achieving challenges or passing over an obstacle. Moreover, games promote the
player’s creativity when making out how to solve any problem encountered during the
game. In team games, players can learn to interact with one another, and to work in
group. When games follow a story line or they are represented by characters, players are
more willing to play because of its emotion.
In summary, as stated by Prensky (2001), games are fun and give the player intense
and passionate involvement. They have a fixed structure thanks to its rules. Their goals
make the player to feel motivated. In addition, they provide feedback to the player that
to know if he or she is playing correctly and according to the rules; it is in this point
when players learn. Furthermore, as the player can get goals while playing, he or she
can feel rewarded and gratified. Moreover, Game Based Learning in education is a
teaching methodology which uses real problem-based learning to engage and motivate
students.
On the other hand, video game designer Jesse Schell defends that there are some
people who believe that games are useless in education, and see their disadvantages
when applied. One of the foremost drawbacks of games is that they are difficult to take
place in class because of time schedules. There are many concepts prescribed by the
curriculum that must be taught in every year of education in order to provide every
student with the same opportunities to learn. Most of the times, teachers find it difficult
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to finish the academic year with having taught every concept prescribed in the national
curriculum of his or her subject, and prefer teaching in the traditional way rather than
incorporating innovative methodologies to his or her way of teaching. Games take a
long time to be designed and to be played because, first of all, the students must know
its rules, and that sometimes arises a bit of controversy. Furthermore, if the game is not
designed properly and it is too long either the students feel apathetic or there is no time
to finish it and they feel frustrated.
Moreover, if each student learns and experiences something different, teachers will
find difficulty in keeping track of what has every student learnt. Another disadvantage
of using games as part of the curriculum is the possibility of excessive use. When games
are relied too much in the class, students risk losing the basic skills which do not
correspond to the virtual world of games, these mostly correspond to social interaction.
If the students spend too much time playing individual games, they will not succeed
in interacting with the classmates or the teacher.
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4.2. GAMIFICATION
A large and growing body of literature has investigated what gamification is and its
contribution to the learning processes. To date, there has been little agreement on what
gamification is. The term gamification first appeared around 2005. While a variety of
definitions of the term gamification have been suggested, this dissertation will use the
definition suggested by Deterding et Al. (2011). According to Deterding et Al. (2011),
gamification is “the use of game-play mechanics for non-game applications”. The main
goal of this is to rise the engagement of users by using game-like techniques making
people feel more ownership and purpose when engaging with tasks. In other words, Lee
and Hammer (2011) define gamification as “the use of game mechanics, dynamics and
frameworks to promote desired behaviours”. These authors advocate for the power of
games in changing the players’ behaviours. Continuing with this approach, Tulloch
(2014) argues that “gamification is a form of training built upon the techniques used in,
and heritage of, games rather than traditional pedagogy”. Moreover, Cruz and Penley
(2014) defined gamification as “the use of various elements from games in non-games
context”. Another definition of gamification is provided by Kapp (2012), who defines it
as “the sense of engagement, immediate feedback, feeling of accomplishment, and
success of striving against a challenge and overcoming it”
These five definitions of the concept of gamification come to an agreement when
they state that in gamification game-play mechanics are essential to learn concepts
which are not related to gaming such as specific behaviours or concepts from any
subject.
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According to Kapp (2012), the eight elements that each and every gamified course
should include are: game-based, mechanics, aesthetics, game thinking, engaging,
motivating, promotes learning and solve problems.
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4.2.1. ENGAGEMENT IN GAMIFICATION
According to Baker (2014), nowadays, many students seem disenchanted with their
education system because most of the time they have to learn subjects which they find
they are useless for their careers. In fact, students who want to learn social or human
sciences believe that mathematics or any other scientific subjects are meaningless for
their future. On the other hand, students who want to work in the field of natural and life
sciences think that learning philosophy or languages is not for them. Therefore, when
they have to learn those subjects, they are demotivated. Nevertheless, if they were
taught those subjects through gamified courses, they would feel more interested ad, in
turn, they would learn more.
According to Lee and Hammer (2011), games are motivating because of their
impact on the cognitive, emotional and social areas of players; and so, gamification in
education should also focus on those three areas. In the cognitive area, a game provides
a complex system of rules and tasks that guide players to their proficiency. As Gee
(2003) explains, these are cycles of expertise, which consist of some brief tasks which
players repeatedly try to complete until they achieve the necessary skill level. Once the
player is implicated in this learning process, games try to make the players know what
to do next and which knowledge or ability is needed. Once the players complete tasks,
they are expected to have positive emotions because of overcoming difficulties.
Moreover, games have an impact on social areas when players interact; there are many
gamified courses which foster the simultaneous communication of players through
online chats. Therefore, the cognitive, the emotional and the social areas are essential
aspects for the motivation of the player but it has some restraints. For example, when a
task must be solved with the help of other players, the social and the cognitive areas are
35
mixed. In addition the rewards system, which corresponds to the cognitive area, also has
implication on the social area, due to the social status of the player
Tulloch (2014) draws our attention to what makes gamification so special, popular
and productive, the reason for this is its focus on engagement. The emphasis of
gamification is set on the player enjoyment. This idea is reinforced by the theorist and
game designer Ernest Adams who states that “game’s primary function is to entertain
the player, and it is the designer’s obligation to create a game that does so. “ (Adams,
2009:30). There are many dull activities which cannot be appealing for students.
However, if the teacher combines those activities with simple games, he or she can
create a more motivating way for students to learn.
Cruz and Penley (2014) also point out that gamification is seen as an interesting
methodology because, in their words, “[it] often looks and sounds “sexy”, in other
words, highly appealing, particularly because it transforms educational opportunities
into experiences that more closely resemble already popular games”.
Gaming pedagogy is distinguished from many pedagogic models because of its focus
on the enjoyment and entertainment of the player while learning at the same time.
However, gaming pedagogy is more used in early childhood teaching; and it is unusual
to find example of gaming tasks or gamification in upper-levels of learning. Montessori
system advocated for gaming since it is inherent in the development of the child.
Following this matter, Tulloch (2014) maintains that:
The techniques they (video games) mobilize, the traditions of the pedagogic
heritage they draw on and inform, are ones designed to produce an entertaining
experience, whilst simultaneously functioning to train the player. This is what
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makes gaming pedagogy distinctive and valuable, and why gamification must be
understood as part of this heritage not just a recent invention. (Tulloch, 2014:327)
In this quote, Tulloch claims that gaming, and in turn, gamification, are not new
concepts; they are the evolution of the different pedagogic theories which have been
used among the years.
Interestingly enough, another important characteristic of the engagement element of
gamification is that it is free, because the player is not forced to play if he or she does
not want. If playing was mandatory, it would not be attractive for learners and it would
lose its joyous quality.
It is also important to note that there is important emotional impact in gamified
courses because of the satisfaction the player receives when performing correctly,
according to the rules and moving over the different levels. It is in that sense of
correctness, that the player feels he or she is learning easily without any stress.
Nevertheless, if the player fails while doing a task prescribed in the gamified course, he
or she may not be confident with his or her learning experience, and may disregard the
course and avoid playing it.
Moreover, gamification also has important social engagement, because players can
interact with each other. As Domínguez et al. (2012) state “These mechanisms make it
possible for players to cooperate helping each other towards a common goal, to compete
trying to impair other players or to perform better than them, or just to interact socially
by talking, flirting, trading or gifting for example.”.
At the base of meaningful gamification, Deci & Ryan’s Self-Determination Theory
(2004) states that learners need three things to be successful in gamification: autonomy,
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competency and relatedness. Players do better when they know what they are exploring,
because in gamified courses the player is free to act as how he or she thinks the proper
way of performing is. Also, as soon as players achieve a certain degree of mastery in the
gamified course, they feel more confident and do not pay attention to the fact that they
are learning. Moreover, after players master the game and its rules, they get to interact
with other players and contribute with ideas of the different ways of playing gamified
courses.
In the words of Muntean (2011), gamification helps students to be motivated when
learning because of the positive feedback they receive; and it can constitute a powerful
push to make them study or read more.
In short, “gaming is an unusual pedagogy in its emphasis on entertainment” (Tulloch,
2014), due to this, the player learns because he or she is amused. Therefore,
gamification is successful when entertaining and learning are closely united.
Gamification is successful for learning new concepts because of its fantasy, curiosity
and challenge, according to Jarvin (2015).
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4.2.2. LEVELS IN GAMIFICATION
When teachers or game designers create didactic units following the gamification
pedagogy, they should be clear on what they want their learners to get. A gamified
course is not going to be designed in order to review a skill or a concept, but to improve
it. For this learning objective, this type of games should have a certain degree of
difficulty. Moreover, learners will enjoy while participating in the game if it provides
them with challenges and makes them to take action if they want to win.
One of the mechanisms for showing the level and progress of the player it is
leaderboards. These present the points accumulated by the player, and present progress
or badges earned. Leaderboards encourage competition because they are a comparative
mechanic to distinguish between different players. Curiously enough, due to this
comparison, leaderboards can change behavior in both good and bad ways because
players can feel encouraged to continue or demotivated to give up playing.
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4.2.3. DEBRIEFING IN GAMIFICATION
Learning does not end when the game finishes, but with its debriefing; that is the
bridge between gaming and applying the knowledge and skills gained to other contexts.
In normal lectures, teachers can provide students with debriefing with the explanations
and examples; however, it is different in gamification because the interaction between
the teacher and the player/learner is scarce. This is due to the autonomy of the player
provided by gamification. Games typically provide instant feedback to the player in the
form of audio/visual clues.
Among the various interactive learning techniques used in game-based learning,
Prensky (2001) highlights debriefing because it is the player’s opportunity to get
feedback and encouragement to keep on playing and learning.
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4.2.4. ADVANTAGES AND DISADVANTAGES OF GAMIFICATION
There is some controversy whether gamification is positive or negative in the
learning processes. After having read the literature of this issue, a difference between its
advantages and disadvantages is provided.
On the one hand, since most gamified courses take place on electronic devices such
as computers or laptops, there are interdisciplinary and multicultural learning
opportunities for the players. They, for example, in the Sims videogame, can develop
their visual-spatial skill when virtually building a house and how the avatar they have
created can interact with the others without being rude.
Moreover, players can develop their multicultural awareness when they play games
which are on-line, and with which they can communicate with players of different parts
of the world. It is in this line that players can learn another language, different from
their mother tongue, when they watch videos on Youtube which explain tactics or
techniques for games in a foreign language.
Furthermore, as it has been remarked before, the player is neither anxious nor
stressed, because he or she feels he is having fun and that he is not learning, but in fact
he is. Another advantage is that the player learns on his own, without being told how to
perform correctly. He or she knows he is performing well the feedback provided by
getting points, passing over the next level, unlocking items… Therefore, the player
becomes the main subject of his or her learning process because he learns by doing and
thinking on his own.
In addition, gamified courses can help shy students who do not feel comfortable
when talking in public. They feel they are in a comfort zone when they play virtual
41
games because they can pretend they are someone else. These timid players do not feel
anxious because their interaction with the teacher is indirect, they can communicate
through the computer, and not face to face.
Furthermore, since most gamified courses are digital, they can always be accessed
and the learner does not need the teacher to explain him or her how something
functions. The player can play whenever and wherever he or she wants. Every time he
plays, he receives corrective feedback provided by the gamified course itself.
According to Gardner, there are different types of learning styles; these can be
visual, kinesthetic, auditory, intrapersonal, interpersonal, logical and aural. Learners
who prefer using pictures, images and spatial understanding feel more comfortable in
learning when taking part in gamified courses because they find it easily to understand
abstract concepts in this way. Therefore, those visual learners perform better and get to
achieve better results.
Additionally, inasmuch as gamified courses are based on real life experiences, this
characteristic can contribute to the understanding of the world by the learner and his or
her reinterpretation of the concepts and skills that are being developed in the game.
On the other hand, much literature has appeared listing the disadvantages of
gamification which are mostly related to its technological aspect. The most significant is
its cost. In order to take part in a gamified course, the player needs a computer or a
tablet; thus there are many schools or learning institutions which cannot afford to pay
for those electronic devices. Given this scenario, gamified course fail to guarantee the
equal learning of each and every student; this is when social and economic differences
42
appear. In consequence, gamification harms the equity of education which defends that
every student must have the same opportunities in their education.
Besides, not all teachers can handle with technology, most of the elderly teachers
who are still working on the Spanish education system has not got any technological
expertise, and they do not feel comfortable when applying gamified courses. Thus, this
element also tilts the balance in favour of the students with teacher who can work easily
with technological elements, and who will design more and of better quality gamified
courses. The lack of mastery with computers and game design harms the equity of
education, too. In this digital age we are living, it is important that we can use
technology confidently; our students grew with computers and electronic devices, and
the teachers must be able to keep up to this technological progress.
Apart from that, in the majority cases gamified courses do not help to improve the
student’s speaking skill; software which deal with the speaking ability are scarce
because they are very complex to design. Technology cannot still provide corrective
feedback of the speaking performance. Therefore, gamified courses mainly deal with
reading, writing and listening skills, which feedback is easier to provide.
An important weakness of gamification, according to Muntean (2011), is its
coldness and isolation. The player is alone, in front of a screen trying to learn new
concepts and improve his or her ability; without neither the encouragement nor the
feedback provided by the teacher. Indeed, the player cannot show his or her emotions
because he is learning alone, and we always need to feel closeness and togetherness
because we live in community.
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The last disadvantage that learners can find when taking part in a gamified
experience is that computers cannot handle unexpected situations. We live in a world
which is constantly changing and developing, so the same should gamified courses do
because sometimes they are old-fashioned. Following this line, gamification cannot
cope with the emotions and feelings of the player. For example, if the player, after a bad
test, is asked to take part in a gamified course, he or she may not give the closest
attention to what is being done, and the feedback provided to correct his or her
performance will be worthless.
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4.2.5. GAMIFICATION MISUNDERSTANDINGS
Much research has been conducted around the gamification method, although it still
could be improved. In his work (“The Gamification of Learning and Instruction”, 2012),
Kapp enumerates what gamification is not. First of all, this author explains that
gamification is essentially about engagement and not badges, points and rewards.
Quoting his words: “the real power of game-based thinking is in the other elements of
games: engagement, storytelling, visualization of characters and problem solving”.
Curiously enough, Kapp criticizes the trivialization of learning. He supports his idea
explaining that gamification is a serious approach which helps to “accelerate the
experience curve of the learning, teaching complex subjects and systems thinking”.
Another misinterpretation of the gamification approach is that despite the fact that is
has grown so fast, its elements are by no means new. Chinese warriors used simulation
when preparing for the wars during centuries. He also exemplifies this idea by
explaining that many teachers and professors used case studies “to wrap experiences for
learners, create challenges to engage learners, and set goals to provide feedback on
progress while providing a safe environment for learners to practice skills” (2012:13).
However he states that game thinking and game mechanics are forcing theorists to
examine again games’ impact in learning and its performance.
A fourth aspect of gamification that Kapp believes that it has been confounded is
that it can only exist if qualified development professionals lead gamification within
organizations. He states that the aspects of interactive design need to be applied to face
to face learning events in order to create interactive experiences.
45
Interestingly enough he criticizes the fact that gamification is perfect for every
learning situation. He defends that gamification cannot work in many situations. He
suggests that “If gamification is seen as a panacea and applied to every single learning
event, it will quickly become trivialized and non-impactful” (Kapp, 2012:14).
Furthermore, Kapp (2012) disagrees with the fact that gamified courses are easy to
create. He considers that creating it is not an insignificant task. He shares this idea with
Romero (2015) who in her work formulated the different stages in order to design an
effective game. Kapp argues that “it is not easy to create a game that is both fun to play
and instructional” (Kapp, 2012:15).
The last error in the understanding of gamification that Kapp introduces in his major
work is that gamification is only about game mechanics. He disagrees with this way of
thinking when he claims that “ novice designers […] only look at the mechanics of the
game such as scores, points, rewards, badges, and so forth, and neglect other, more
critical elements of effective gamification” (Kapp 2012:15).
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4.3. EDUCATION GAMES VS GAMIFICATION OF EDUCATION
An important distinction exists between Game Based Learning or education games
and gamification. According to Kapp, “A serious game is an experience designed using
game mechanics and game thinking to educate individuals in a specific content domain”
(Kapp, 2012:15). These games can be used as a supplement to direct teaching or replace
it.
The spirit of gamification is that it occurs in a non-game context; therefore, it would
be applied in such a way that would not change the existing practice of learning and
instead focus on making it more engaging and challenging for students.
Quoting Kapp’s words, “Serious games and gamification are both trying to solve a
problem, motivate people, and promote learning using game-based thinking and
techniques” (Kapp, 2012:15). In order to make clear the distinction between educational
games and gamification, we will use the following chart. As it can be clearly seen, there
are no major differences, but they are remarkably important.
EDUCATION GAMES GAMIFICATION OF EDUCATION
47
Points, achievements and rewards are one
element of the system
Importance of points, achievements and
rewardsExplicit rules Implicit rulesMake every effort to present the right
level of challenge to the player
It seldom consider targeting the level of
challengeNarrative and characters are present It may include a player avatar or a weak
storyImportance of conceptual change Importance of behavioral changeSimulated environment Real environment
Looking at the importance of rewards, points, levels…, gamification gives a lot
of importance to them as it is the essence of it. However, the educational games do not
give much importance to this aspect.
When referring to the level of the student while deciding to use education games
or gamification in class, we should bear in mind the importance of the level.
Educational games are designed according to the level of the player, so the
student/player can take part in the activity without much effort. In most education
games packages, the age for which that game has been designed appears. Nevertheless,
gamified courses present challenges at particular times in order to meet a particular skill
level; that is, according to the level in which the student is, the degree of difficulty will
be higher or lower. When you are playing a game, you will only play it until you master
the pattern, once you have mastered it, the game becomes boring.
Educational games are designed to support students, providing them with
scaffolding and opportunity to construct meaning in order to develop new
understanding. Meanwhile, simulations allow teachers to create a world that meets
students where they create their own problem space. Gamification applies game
48
principles to the real world, in which students are not provided with accessible
understanding of phenomena. Simulation also allows for the possibility of failure
without sever consequences. In gamification, failure can mean the loss of a more
highly-valued reward in real life.
Furthermore, in common games, its rules are explained, in advanced, either
orally or in written form. Nevertheless, in gamified courses, the rules are implicit, they
are not explained beforehand; it is the player who, with the corrective feedback of the
game, gets to know what it can and what it cannot be done, and which strategies are
better to get more points, ‘health’, ‘life’, or to unlock items.
In educational games, the narrative of the story has an important role because it
helps to drive the student’s engagement through curiosity, empathy and familiarity. On
the contrary, gamification seldom includes avatars or a story line. An avatar can be
included when it is tied to the identity of the student, but only in this case.
Indeed, digital games, when applied to educational contexts, can promote many
characteristics of creative pedagogies: they can provide challenging experiences that
promote the intrinsic satisfaction of the players (Gee, 2003; Whitton, 2008); they are
interactive systems, which enable learners to have an active impact on their virtual
environment (Aldrich, 2005); furthermore, they provide risk-free environments in which
players can play, explore, try out hypothesis and take risks (Salen and Zimmerman,
2004).
Both serious games and gamification aim to support the learning objectives of the
player/learner through a positive learning and gaming experience. In both cases, the
game mechanics and rules are combined to create positive learning and gaming
49
experience, for example, introducing competitive rules and a scoring system or
challenging the player in the learning progress through different missions and battles.
4.4. COMPUTER ASSISTED LANGUAGE LEARNING
Ongoing discoveries in the field of Information and Communication Technology
(ICT) over the past half century have had important implications in foreign language
50
teaching and learning. With the emergence of multimedia computing and the Internet
the role of the computer in the process of learning a language has become an important
issue. Levy (1997: p. 1) in a seminal work defined Computer Assisted Language
Learning as "the search for and study of applications of the computer in language
teaching and learning". In his major study, Warschauer (1998) attempts to systematize
the different stages of Computer Assisted Language Learning, as it can be seen in the
following table.
Stage TechnologyPedagogical
approachComputer use Teacher role
Behaviourist
StructuralMainframe
Grammar,
translation and
audiovisual
Translation
exercises
Drill-and-
practice
Instructor
Communicativ
e
Personal
computer
Communicativ
e approach
Role-plays
SimulationsFacilitator
Integrative
Multimedia
and web-based
applications
Content-based
learning
Authentic
social contexts
Exercises
combining
reading,
listening,
speaking and
writing
Supervisor
The first phase is associated with behaviourist learning theories which stated that all
behavior is determined by the environment either through association or reinforcement.
This phase is defined by activities of stimulus-response and repetitive exercises.
Moreover, the role of the teacher is only to tell the student if he or she is performing the
tasks properly. The student through practice and repetition gets to learn.
51
The second phase is based on the communicative approach to teaching and learning,
and its main goal is set on the effective use of language, that is, the student being able to
communicate in any given situation. In this phase, the teacher has to facilitate the
student with situations in which he or she could use the language. For this, role plays
and simulation are commonly used, because they are a way of acting out possible
situations in a virtual environment.
Finally, the third phase is called the integrative. When it appeared, it coincided with
the development of multimedia technology and the emergence of new theories, such as
the social constructivism coined by Berger and Luckmann in “The Social Construction
of Reality”, which promoted that language learning is a social construction. According
to this phase, students have to deal with authentic learning environments which are
supervised by the teacher, while developing their reading, writing, listening and
speaking skills.
In his work, Warschauer (1998) pointed out some directions for the evolution of
Computer Assisted Language Learning, though he did not develop a fourth phase. He
named this new stage as intelligent. The main aim of this so-called fourth phase is to
prepare students for active citizenship in a global and networked society. In this phase,
learners have to evaluate and interpret all the information which is available on the
internet in order to create their own texts. Moreover, in order to improve the reading
skill in this phase, learners have to go behind how to decode texts, and explore and
interpret the huge amount of online texts.
Warschauer also highlights that the development of a digital literacy is one of the
purposes of teaching and learning foreign languages because the learners becomes
active and autonomous for regulating his learning process.
52
Following Warschauer’s phases of Computer Assisted Language Learning, in 2014,
Martins conducted a research on how to effectively integrate technology in the foreign
language classroom for learning and collaboration. She found that:
The use of authentic materials related to professional domain of the study cycle was
extremely positive, because in addition to leveraging students’ motivation, it also
allowed them to contact with a rich and varied input in English, stimulating reading
and an autonomous exploration of these resources, namely finding out unfamiliar
vocabulary. (Martins, 2014:81)
Moreover, Martins remarked the use of authentic materials is very positive because
students have to cope with real language which is usually different from the one which
appears on textbooks, that is mostly defined to achieve a certain level of proficiency.
In the final part of her work, Martins writes “Web 2.0 applications as an exceptional
strategy in meeting the goals raised by Bologna”. She reinforces this idea suggesting
that the use of real texts in learning foreign languages contributes to the development of
a plurilingual and pluricultural competence. Martins also points out that following
Warschauer fourth phase (Intelligent), students control their learning process because
they can decide on the contents they want to work, the time they need and how they
would approach those tasks.
Finally, three of the main goals of the Bologna process are mobility,
employability and lifelong learning; according to Martins (2014) these can be achieved
with the Intelligent phase of Computer Assisted Language Learning. The reasons for
this are: 1) that it favours a “dialogical, dialectical and actional language learning
approach”; and 2) that it develops a “reflective, active and critical attitude on the part of
learners” because they can communicate and interact in an interconnected multilingual
and multicultural society (Martins, 2014:83).
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5. CONCLUSIONS 5.1. ANSWERS TO THE RESEARCH QUESTIONS
Once we have already developed the discussions carried out in this essay, we are led
to think if our first research questions have been proved.
54
1. When can a game be placed in the lesson, as a warmer, actual teaching or post
teaching?
In my opinion, after having researched and studied the different elements which
form games, I must state that games can be placed in any part of the lesson, that is, they
can be used as warmers, actual teaching or post teaching. Due to the huge variety of
games that can be found or that can be created by us, they can be used in any part of the
lesson. As it has been explained in the Section 4.1.6., How to Design and Evaluate
Game Based Learning, the first thing that has to be taken into account when designing a
game is the learning objective, that is, what we want our students to achieve.
Therefore, if we want our students to revise a concept which has already been
introduced and worked in class, games will be used as part of the post-teaching.
Nevertheless, if we want to introduce a difficult concept, which can be a bit ambiguous,
then we can start the lesson with a game used as a warmer. Finally, if we want our
students to learn and discover any concept while playing games, then they will be used
as part of the actual teaching. It should be kept in mind that when we want our students
to learn while playing, we are reversing the learning process because it is the student the
main agent of that process, who learns without the help of the teacher, so we are
applying flipped classroom methodology.
2. Why games should be used for the learning of a second language?
From my point of view, games are a very interesting method for the learning of a second
language. Speaking from my own experience as a teacher, though it is short, there are a
lot of students who do not feel confident in learning a language, and they feel bored and
55
frustrated. Furthermore, since the appearance of the acquisition of competencies in the
national curriculum of the English subject, students need to learn by doing, not by
listening the teacher repeating concepts over and over for them to memorize. Hence,
those types of students are asking for having an active role in class. They want to know
that they can learn a second language without being sat for many hours on a chair. This
change in the concept of the student requires a change in the way teachers teach. For
this reason, I think that games should be used both inside and outside of the classroom,
because students can become the main participants of their own learning process.
3. Which are the constraints of using games for the teaching of a second
language?
As it may have already been inferred, I am a strong supporter of the use of games for
the teaching of a second language. The reason for this is that I am such an active person,
that I cannot stand that my students spend time doing exercises in which they have to
memorize concepts, while I am watching them. Therefore, I do not want my students to
be quiet in my classes, I want them always doing things in which everybody can
participate.
Nevertheless, I am aware of the constraints of using games for the teaching of a second
language. I am not accusing anyone in particular but there are many elderly teachers,
who are so tired after many years teaching, that they opt for giving classes sat on their
desks. This creates a sort of frontier between the teacher and the student as if the teacher
was the only person in the class with knowledge of the subject. With the arrival of the
internet, information is readily available to everyone, so teachers and students should
work together to promote learning, because both teachers and students can learn in the
56
classroom. This idea is related with the flipped classroom methodology; there are many
teachers who think that their students are not good enough for learning by themselves.
Another constraint for using games in the teaching of a second language is that there
aren’t many of them in the market, and the teachers are the ones who have to design
them. However, most of the times, either teachers do not have the necessary creativity
or they do not have time for creating them.
5.2. REFLECTIONS ON THE USE OF GAMES IN CLASS
If language learning can be tied to popular forms of gaming in a way that does not
inhibit its enjoyment, that’s a winning situation both for students and teachers.
57
This dissertation has given account of and the reasons for the widespread use of
games, and the elements which shape it. After having investigated around the games
methodology and method, I have drawn my own conclusions regarding to this.
From my point of view, gaming methodology is an interesting way for teachers
to teach, and for learners to learn. Playing games is inserted in our DNA, it is inherent
to the intrinsic nature of our human condition. The first concepts that we learn when we
are children are acquired through games. For example, children first learn the colours,
the shapes, and the numbers while playing, either with games or with their parents or
relatives. However, the flip side is that these concepts are learnt through repetition, after
playing several times, children get to acquire them. Since the 1960s and 1970s, many
toy companies began to create games which were not only a playtime for the children,
but which were educational, too. Then, many games appeared on the market, and in toy
shops. Nevertheless, children are not the only ones who most use games. Chinese
warriors, for many centuries have been trained for the war while playing simulation
games. Therefore, the benefits of learning by playing are already there, they are visible.
Moreover, everybody enjoys playing and having a good time while learning new
things and acquiring new concepts. Personally, I love learning through playing because
it develops my curiosity. When you are playing, you always want to know what would
happen if you made a move, or tried out a new strategy. That sense of not knowing the
consequences of playing in a way or in another is what makes playing so attractive.
Despite the fact that when you are playing any game you know its rules, you always feel
nervous due to the possible outcomes of any move.
Games are perfect for any type of the intelligences described by Gardner in his
1983 book “Frames of Mind: The Theory of Multiple Intelligences”. Musical–rhythmic
58
and harmonic learners can benefit from games which use musicality for teaching. For
example, the typical piano toy for small children in which they can learn the animals of
the farm while singing and playing it. Moreover, Visual–spatial learners are the ones
who take most advantage of games because this type of people learns while watching
images. Verbal–linguistic learners are not the ones who can take much profit from
games in learning, but they can succeed in games in which the storyline or the memory
are some of the most important aspects. Logical–mathematical learners are good with
games in which they have to develop their mathematical thinking, such as the Ludo or
the chess. Bodily–kinesthetic learners enjoy learning in games in which they have to
move, for example sports games, dancing, acting out, and making things. Interpersonal
skills can take advantage of team games, because this type of learners are characterized
by their sensitivity to others' moods, feelings, temperaments and motivations, and their
ability to cooperate in order to work as part of a group. Finally, Intrapersonal learners
can benefit from individual games, in which they are the only ones playing.
In line with the intrapersonal intelligence developed by Gardner, shy people can
take great advantage of games in their learning process. Many people either do not feel
confident when playing in a team or in a group or they do not know how to participate
in a game with other players. Therefore, gamified courses can help shy students who do
not feel at ease when they have to talk in public. These people feel they are in their
comfort zone when they play virtual games because they can pretend they are someone
else, and they do not need to show who they actually are. These timid players do not
feel fearful because they can communicate through the computer, and not face to face.
Turning to the learning of a second language through games, they can be helpful
for learning grammar structures or vocabulary. However, this type of games is similar to
59
the ones that can be found in textbooks, but they are made more attractive. Most games
which can be applicable to the learning of a second language enhance the learning of
vocabulary, think for example of the Hangman, or Simon says. In this regard, there are
many videogames and applications for learning language. Despite its attractive
presentation, they have the same structure as the activities found on textbooks. However,
changing content design and structure to make it more fun can have great motivational
impact.
To some extent, videogames can be useful for improving one’s reading, listening
and writing skills; provided that players participate in forums, or they watch videos on
YouTube in which they discuss strategies to perform better in the game. Team or group
games facilitate the development of one’s speaking skills. To this respect, when players
need to interact with one another, they speak and share comments and opinions of the
game.
After having investigated the different elements which compose games, I can
assert that they are useful in the process of learning a language. The main purpose of a
learning a language is being able to be understood and understand with other people.
Therefore, Game Based Learning contributes to this goal because they help players to
develop their communication skills.
Interestingly enough, there are more related with business, medicine,
engineering… In many universities, students learn through simulation games. For
example, in the Universitat Politècnica de València (UPV), engineering students learn
through simulations with students from different universities of the world. For this
purpose, they use English as their vehicular language for communication. In order to be
successful in the simulation, students talk through skype, send emails… This is a very
60
interesting form of learning because students do not perceive they are actually learning.
Another advantage of this is that students become responsible of their own learning, and
the teacher is just the facilitator of that learning, as Warschauer (1998) explained in the
article “Computers and Language Learning: an overview”.
Furthermore, simulation is, according to Gros (2007) a type of game. The reason
for this is that students have to succeed within some simplified recreation of a place or
situation to achieve a particular goal. In fact, it involves participating in a very real
learning experience that closely resembles an actual setting. Hence, the playing is safe
because it does not have real consequences for the students. In my view, after having
researched it, simulations are ideal for learning many subjects, but not languages.
Second language learning cannot take direct advantage of simulations, but it can be used
as a vehicular tool for learning other concepts.
In our learning process we can see an evolution of games. When we are children
we play games whose ending is closed, that is, it is known how the game ends, and there
cannot be different endings. However, once when we grow, that is in secondary and
university years, we play games which an open ending. These are simulations and role
plays. These games cannot be played when we are small because we do not know much
about social conventions and how to act in different situations.
We, teachers, should bear in many things before starting to use games in our
classrooms. First of all, we must research games before using them, because they need
to fit with the curriculum of the subject. Then, we need to look for games which require
strategy and problem-solving skills, because they are the best options for working on
61
competences. Furthermore, we need to be cautious with the games we choose for our
students to play because we do not want to make any student feel isolated from the rest.
Following back to the hypothesis I stated before starting the analysis of the
elements which form games and gamification (gaming methodology is an effective tool
for improving the learning of a second language), I must confess that I have not been
able to prove it. As this is a theoretical Trabajo de Final de Master, I have not been able
to put into practice in teaching English as a Foreign Language to students of Secondary
Education system in Spain.
Curiously enough, I found myself limited when researching about games and
gamification. Since they are new concepts in the didactics of teaching, and in teaching
English as a foreign language, in particular, there were some aspects which were not
very much dealt. That is the reason why the sections of levels and points in games are
not covered in much detail.
Finally, there is not much investigation related to the topic of learning languages
through games and gamification. In the future, I hope I can contribute to this field of
knowledge with a Doctoral Thesis.
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