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dc.contributor.authorHjert, Jonas
dc.date.accessioned2015-03-09T14:27:52Z
dc.date.available2015-03-09T14:27:52Z
dc.date.issued2015-03-09
dc.identifier.urihttp://hdl.handle.net/2077/38435
dc.description.abstractIn this digital era, with technology having permeated almost every aspect of our students’ lives from birth, it is important that teaching methods cater for emerging new needs. As a possible tool in this, gamification, the use of game design elements in non-game contexts, is proposed in this literary review. First, relevant, contemporary theories from various fields, such as Self-Determination Theory from psychology, are used to create a theoretical framework for gamification. Through this framework, the most common game design elements – points, badges and leaderboards – are explored, and some possible issues regarding their implementation are described. Moreover, the results from research on gamification in education are examined critically and with reference to the previously outlined theoretical background. Although there are indications of positive effects, some areas in need of attention are identified. Finally, the current state of gamification within the context of English Language Teaching is discussed, and some suggestions for future research are proposed.sv
dc.language.isoengsv
dc.relation.ispartofseriesSPL läraruppsats kandidatsv
dc.relation.ispartofseriesSPLLÄR 2014-002sv
dc.subjectEngelskasv
dc.subjectLäraruppsatssv
dc.subjecteducationsv
dc.subjectEnglish language teachingsv
dc.subjectELTsv
dc.subjectgame design elementssv
dc.subjectgamificationsv
dc.titleGamification: A possibility for ELT in the digital erasv
dc.typeText
dc.setspec.uppsokHumanitiesTheology
dc.type.uppsokM2
dc.contributor.departmentUniversity of Gothenburg/Department of Languages and Literatureseng
dc.contributor.departmentGöteborgs universitet/Institutionen för språk och litteraturerswe
dc.type.degreeStudent essay


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