INCORPORATING GAMIFICATION ELEMENTS FROM CLASSCRAFT IN ENGLISH INSTRUCTION: A SCOPING REVIEW

Muhamad Laudy Armanda(1*), Joko Priyana(2),

(1) Universitas Negeri Yogyakarta
(2) Universitas Negeri Yogyakarta
(*) Corresponding Author

Abstract


In the contemporary educational landscape, a significant portion of college students belongs to Generation Z, characterized by their familiarity with the Internet, mobile technology, and video games. Educators are increasingly turning to innovative solutions to address the challenge of fostering a meaningful learning environment that enhances student motivation and improves learning outcomes. Classcraft, as a notable example, offers a platform for educators to captivate students through gamified learning experiences and immersive role-playing. This study conducts a scoping review to investigate research findings about the effectiveness of Classcraft, specifically focusing on its gamification elements, within the realm of English instruction. The review encompasses articles published between 2018 and 2023, following the comprehensive five-stage framework outlined by Arksey and O’Malley (2005). The key revelation of this scoping review underscores the advantages of integrating Classcraft to establish an immersive gamified learning environment in the context of English instruction. The insights derived from this review hold particular significance for instructional designers operating in higher education settings.


Keywords


Classcraft, English instruction, gamification elements, scoping review

Full Text:

PDF

References


Almusharraf, N. M. (2021). Incorporation of a game-based approach into the EFL online classrooms: Students’ perceptions. Interactive Learning Environments. 31(2), 1–14. https://doi.org/10.1080/10494820.2021.1969953

Arksey, H., & O’Malley, L. (2005). Scoping studies: Towards a methodological framework. International Journal of Social Research Methodology: Theory and Practice, 8(1), 19–32. https://doi.org/10.1080/1364557032000119616

Armanda, M. L., & Indriani, L. (2023). The effect of using Classcraft on EFL students’ reading comprehension. Metathesis: Journal of English Language, Literature, and Teaching, 7(1), 47–59. https://doi.org/10.31002/metathesis.v7i1.197

Barcomb, M., & Cardoso, W. (2020). Rock or lock? Gamifying an online course management system for pronunciation instruction: Focus on English /r/ and /l/. CALICO Journal. 37(2), 127–147. https://doi.org/10.1558/cj.36996

Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technology in Learning, 13(02), 72–93. https://doi.org/10.3991/ijet.v13i02.7467

Calvo-Ferrer, J. R. (2017). Educational games as stand-alone learning tools and their motivational effect on L2 vocabulary acquisition and perceived learning gains. British Journal of Educational Technology, 48(2), 264–278. https://doi.org/10.1111/bjet.12387

Cechella, F. S., Montezano, L., & Mello, G. L. S. (2018). Gamified instructional design: Mechanics, attributes, and principles. International Review of Research in Emerging Markets and the Global Economy (IRREM), 4(1), 1279-1295.

Classcraft. (n.d.). What is PBIS: A guide for educators and administrators. Retrieved from https://www.classcraft.com/pbis/

Dehghanzadeh, H., Fardanesh, H., Hatami, J., Talaee, E., & Noroozi, O. (2019). Using gamification to support learning English as a second language: A systematic review. Computer Assisted Language Learning. 34(1), 1-24. https://doi.org/10.1080/09588221.2019.648298

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, (New York, NY: ACM), 9-15. https://doi.org/10.1145/2181037.2181040

Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computer and Education, 63, 380–392. https://doi.org/10.1016/j.compedu.2012.12.020

Fantazir, K., & Bartley, M. (2021). Role-playing gamification technologies with adult learners. Imagining SoTL, (1), 3–24. https://doi.org/10.29173/isotl520

Fauziningrum, E., Sari, M. N., Rahmani, S. F., Riztya, R., Syafruni, S., & Purba, P. M. (2023). Strategies used by English teachers in teaching vocabulary. Journal on Education, 6(1), 674-679.

Glod, G. (2017). Gamification: Using game design and game elements in the EFL classroom. Bonnevoie: Luxembourg.

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computer and Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019

Hung, H. (2018). Gamifying the flipped classroom using game-based learning materials. ELT Journal, 72(3), 296–308. https://doi.org/10.1093/elt/ccx055

Hussin, A. A. (2018). Education 4.0 made simple: Ideas for teaching. International Journal of Education and Literacy Studies, 6(3), 92-98. https://doi.org/10.7575/aiac.ijels.v.6n.3p.92

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer. https://doi.org/10.1145/2207270.2211316

Kleiber, I. (2020). (Video) Games in the language classroom: A gamified distance learning course on gamification and game-based learning for (Pre-Service) language teachers. Heidelberg Inspirations for Innovative Teaching (HINT), 1, 45-59. http://dx.doi.org/10.11588/hint.2020.1.7769

Krishnan, S. D., Norman, H., & Yunus, M. M. (2021). Online gamified learning to enhance teachers’ competencies using Classcraft. Sustainability, 13(19), 10817. https://doi.org/10.3390/su131910817

Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1-5.

Ling, X., Wang, H., & Wang, Z. (2019). A study on the effectiveness of mobile game-based learning for vocabulary acquisition among college learners. Technology Enhanced Foreign Language Education, 6, 9–15.

Marquez, M. M., & Torralbo, J. C. (2019). Classcraft: English and role play in the primary school classroom. Apertura, 11(1), 56–73. https://doi.org/10.32870/ap.v11n1.1433

Membrive, V., & Armie, M. (2020). Beyond gamification: Classcraft as an engagement tool in the teaching of English as a second language. Education and New Developments, 73-76. https://doi.org/10.36315/2020end016

Membrive, V., & Armie, M. (2022). Story-telling, gamification, and video: A case study to teach English as a second language. Research Anthology on Developments in Gamification and Game-Based Learning, 1436–1450. https://doi.org/10.4018/978-1-6684-3710-0.ch069

Nhat, N. Q. (2023). Education and technology: Gamified learning platform Classcraft to boost learners’ autonomy and efficiency. The Proceedings of the second international conference on Applied Linguistics and Language Education 2022: Reconnecting and Thriving in the new normal. UEH Publishing House, 20-30. https://digital.lib.ueh.edu.vn/handle/UEH/67122

Nilubol, K. (2023). The feasibility of an innovative gamified flipped classroom application for university students in EFL context: An account of autonomous learning. English Language Teaching, 16(8), 24-38. https://doi.org/10.5539/elt.v16n8p24

Otto, R. (2018). Using Classcraft as a positive behavioral intervention strategy in the classroom. School of Education and Leadership Student Capstone Projects, 239. https://digitalcommons.hamline.edu/hse_cp/239

Polat, E. (2023). Gamification implementation for educational purposes: A scoping review (2013-2018). Educational Technology Quarterly, 2023(3), 367–400. https://doi.org/10.55056/etq.589

Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.

Rao, Y. S., Mee, R. W. M., Ghani, K. A., Pek, L. S., Von, W. Y., Ismail, M. R., & Shahdan, T. S. T. (2022). Gamifying reading for learners' comprehension enhancement: A scoping review. St. Theresa Journal of Humanities and Social Sciences, 8(2), 101-114.

Reynolds, E. D., & Taylor, B. (2020). Kahoot!: EFL instructors’ implementation experiences and impacts on students’ vocabulary knowledge. Computer Assisted Language Learning, 21, 70–92.

Rivera-Trigueros, I., & Sánchez-Pérez, M. (2020a). Classcraft as a resource to implement gamification in English-medium instruction. Teacher Training for English-Medium Instruction in Higher Education, 356–371. https://doi.org/10.4018/978-1-7998-2318-6.ch017

Rivera-Trigueros, I., & Sánchez-Pérez, M. (2020b). Conquering the iron throne: Using Classcraft to foster students’ motivation in the EFL classroom. Teaching English with Technology, 20(2), 3–22.

Sanchez, E., Young, S., & Jouneau-Sion, C. (2017). Classcraft: From gamification to utilization of classroom management. Education and Information Technologies, 22(2), 497–513. https://doi.org/10.1007/s10639-016-9489-6

Sari, M. N., & Ningsih, P. E. A. (2022). An analysis of students’ motivation and anxiety on learning English at SMA Negeri 6 Kerinci. Pendekar: Jurnal Pendidikan Berkarakter, 5(3), 181-188.

Setiawan, M. R., & Wiedarti, P. (2020). The effectiveness of Quizlet application towards students’ motivation in learning vocabulary. Studies in English Language and Education. 7(1), 83–95. https://doi.org/10.24815/siele.v7i1.15359

Shavab, O. A., Yulifar, L., Supriatna, N., & Mulyana, A. (2021). Gamification in history learning: A literature review. Proceedings of the 6th International Conference on Education & Social Sciences (ICESS 2021). 578, 254-258. https://doi.org/10.2991/assehr.k.210918.047

Sipone, S., Abella-García, V., Barreda, R., & Rojo, M. (2019). Learning about sustainable mobility in primary schools from a playful perspective: A focus group approach. Sustainability. 11(8), 2387. https://doi.org/10.3390/su11082387

Susila, I. K. (2020). Utilization of Classcraft in developing positive student behavior. Journal of Education Technology, 4(4), 510-515. https://doi.org/10.23887/jet.v4i4.29611

Tricco, A.C., Lillie, E., Zarin, W., O’Brien, K.K., Colquhoun, H., Levac, D., Moher, D., Peters, M., Horsley, T., Weeks, L., Hempel, S., Akl, E.A., Chang, C., McGowan, J., Stewart, L., Hartling, L., Aldcroft, A., Wilson, M.G., Garritty, C., Lewin, S., & Straus, S.E. (2018). PRISMA extension for scoping reviews (PRISMA-ScR): Checklist and explanation. Annals of Internal Medicine, 169(7), 467–473. https://doi.org/10.7326/M18-0850

Werbach, K. (2014). (Re) Defining gamification: A process approach. Paper presented at the international conference on persuasive technology, (Cham: Springer), 266-272. https://doi.org./10.1007/978-3-319-07127-5_23

Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press.

Witari, I., Anwar, K., & Arifani, Y. (2021). The effect of Classcraft on enhancing grammar performance of Adult Learners. Proceedings of the 1st UMGESHIC International Seminar on Health, Social Science and Humanities (UMGESHIC-ISHSSH), 585, 108-121. https://doi.org/10.2991/assehr.k.211020.019

Wulantari, N. P., Rachman, A., Sari, M. N., Uktolseja, L. J., & Rofi’i, A. (2023). The role of gamification in English language teaching: A literature review. Journal on Education, 6(1), 2847-2856. https://doi.org/10.31004/joe.v6i1.3328

Zhang, Q., Yu, L., & Yu, Z. (2021). Content analysis and meta-analysis on the effects of Classcraft on gamification learning experiences in terms of learning achievement and motivation. Education Research International, 2021, 1–21. https://doi.org/10.1155/2021/9429112

Zhang, S., & Hasim, Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in Psychology, 13, 1-12. https://doi.org/10.3389/fpsyg.2022.1030790

Zohud, N. W. I. (2019). Exploring Palestinian and Spanish teachers’ perspectives on using online computer games in learning English vocabulary. Publicaciones 49(2), 93–115. https://doi.org/10.30827/publicaciones.v49i2.11346

Zou, D. (2020). Gamified flipped EFL classroom for primary education: Student and teacher perceptions. Journal of Computers in Education. 7, 213–228. https://doi.org/10.1007/s40692-020-00153-w




DOI: https://doi.org/10.24071/uc.v4i2.7559

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Muhamad Laudy Armanda, Joko Priyana

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

 

UC Journal is indexed in:

     

 

UC Journal Sinta 4 Certificate (S4 = Level 4)

We would like to inform you that UC Journal: ELT, Linguistics and Literature Journal, or UC Journal has been nationally accredited Sinta 4 by the Ministry of Education, Culture, Research and Technology of the Republic of Indonesia based on the decree  No. Surat Keputusan 152/E/KPT/2023. Validity for 5 years: Vol 2 No 1, 2021 till Vol 6 No 2, 2025

 

 

 

 

Flag Counter

DOI: https://doi.org/10.24071/uc

e-ISSN (validity starting Vol 1, No 2, November 2020): 2774-9401

 

This work is licensed under CC BY-SA.

Creative Commons Attribution-ShareAlike 4.0 International License

 

 UC Journal: ELT, Linguistics and Literature Journal, a scientific peer-reviewed journal, was established in 20 May 2020 and is published twice a year, namely in May and November, by the English Language Education Study Programme (S1/Sarjana PBI) in collaboration with the English Education Master's Programme (S2/Magister PBI) of Sanata Dharma University, Yogyakarta, Indonesia.

 

slot gacor slot