Gamification in EFL/ESL instruction: A systematic review of empirical research

Introduction: This systematic review aims to present the characteristics of the recent research in gamified EFL/ESL instruction, benefits and drawbacks of using gamification in EFL/ESL instruction, and gamification elements.Methods: The researchers carried out database search in both Web of Science...

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Main Authors: Zhang, Songcun, Hasim, Zuwati
Format: Article
Published: Frontiers Media 2023
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Online Access:http://eprints.um.edu.my/38887/
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spelling my.um.eprints.388872023-12-01T08:53:00Z http://eprints.um.edu.my/38887/ Gamification in EFL/ESL instruction: A systematic review of empirical research Zhang, Songcun Hasim, Zuwati PE English Introduction: This systematic review aims to present the characteristics of the recent research in gamified EFL/ESL instruction, benefits and drawbacks of using gamification in EFL/ESL instruction, and gamification elements.Methods: The researchers carried out database search in both Web of Science and the Scopus for relevant articles using 15 related key terms. Finally, forty journal articles aligned with the inclusion criteria.Results: The results found that gamification has been widely utilized in more than ten non-English-speaking countries and various English language skills, which indicated that gamification has gained popularity in facilitating EFL/ESL learning. The benefits of using gamification included improving students' English language skills and abilities, positively affecting students' attitudes and emotional responses, providing an authentic language learning environment and cultivating students' comprehensive competence. The drawbacks of using gamification mainly included the technical problems, short-lived positive effect, and the negative influence caused by the gamified competition, and so forth. The most frequently used gamification elements were feedback, points, quiz, digital badges, leaderboard, and reward, followed by progress bar, story-telling, challenge, videos, time limit, and competition.Discussion: The results provide a better understanding of the state of using gamification in EFL/ESL instruction in recent years. It will be useful for researchers seeking to understand and evaluate gamification as well as to practitioners interested in using gamification. Frontiers Media 2023-01 Article PeerReviewed Zhang, Songcun and Hasim, Zuwati (2023) Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in Psychology, 13. ISSN 1664-1078, DOI https://doi.org/10.3389/fpsyg.2022.1030790 <https://doi.org/10.3389/fpsyg.2022.1030790>. 10.3389/fpsyg.2022.1030790
institution Universiti Malaya
building UM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaya
content_source UM Research Repository
url_provider http://eprints.um.edu.my/
topic PE English
spellingShingle PE English
Zhang, Songcun
Hasim, Zuwati
Gamification in EFL/ESL instruction: A systematic review of empirical research
description Introduction: This systematic review aims to present the characteristics of the recent research in gamified EFL/ESL instruction, benefits and drawbacks of using gamification in EFL/ESL instruction, and gamification elements.Methods: The researchers carried out database search in both Web of Science and the Scopus for relevant articles using 15 related key terms. Finally, forty journal articles aligned with the inclusion criteria.Results: The results found that gamification has been widely utilized in more than ten non-English-speaking countries and various English language skills, which indicated that gamification has gained popularity in facilitating EFL/ESL learning. The benefits of using gamification included improving students' English language skills and abilities, positively affecting students' attitudes and emotional responses, providing an authentic language learning environment and cultivating students' comprehensive competence. The drawbacks of using gamification mainly included the technical problems, short-lived positive effect, and the negative influence caused by the gamified competition, and so forth. The most frequently used gamification elements were feedback, points, quiz, digital badges, leaderboard, and reward, followed by progress bar, story-telling, challenge, videos, time limit, and competition.Discussion: The results provide a better understanding of the state of using gamification in EFL/ESL instruction in recent years. It will be useful for researchers seeking to understand and evaluate gamification as well as to practitioners interested in using gamification.
format Article
author Zhang, Songcun
Hasim, Zuwati
author_facet Zhang, Songcun
Hasim, Zuwati
author_sort Zhang, Songcun
title Gamification in EFL/ESL instruction: A systematic review of empirical research
title_short Gamification in EFL/ESL instruction: A systematic review of empirical research
title_full Gamification in EFL/ESL instruction: A systematic review of empirical research
title_fullStr Gamification in EFL/ESL instruction: A systematic review of empirical research
title_full_unstemmed Gamification in EFL/ESL instruction: A systematic review of empirical research
title_sort gamification in efl/esl instruction: a systematic review of empirical research
publisher Frontiers Media
publishDate 2023
url http://eprints.um.edu.my/38887/
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