Applying game-related methods in the writing classroom: A scoping review

Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education...

Full description

Saved in:
Bibliographic Details
Main Authors: Guo, Kai, Zhong, Yuchun, Zainuddin, Zamzami, Chu, Samuel Kai Wah
Format: Article
Published: Springer 2024
Subjects:
Online Access:http://eprints.um.edu.my/46037/
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Universiti Malaya
id my.um.eprints.46037
record_format eprints
spelling my.um.eprints.460372024-08-20T03:39:49Z http://eprints.um.edu.my/46037/ Applying game-related methods in the writing classroom: A scoping review Guo, Kai Zhong, Yuchun Zainuddin, Zamzami Chu, Samuel Kai Wah L Education (General) LB2361 Curriculum Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical studies in the field, there has been no systematic investigation of what games, or their elements, have been applied in the writing classroom. The aim of this study was to summarize the empirical evidence on using game-related approaches, including game-based learning and gamification, to teach writing. Twenty-two studies were analyzed, revealing the following findings: (1) various types of games were used for writing instruction, including digital educational games, non-digital educational games, and digital non-educational games; (2) digital educational games were the most common game type reported in the literature, and such games were used to create authentic and interactive learning environments, provide writing practice opportunities, and evaluate students' writing skills; (3) various game elements, such as points, leaderboards, storylines, and role-playing, were incorporated to develop gamified activities; and (4) students participated in such gamified activities in online and hybrid modes. Taken as a whole, the findings show how games and their elements are used for teaching and learning writing. Suggestions and implications are provided for practitioners and researchers in the field. Springer 2024-03 Article PeerReviewed Guo, Kai and Zhong, Yuchun and Zainuddin, Zamzami and Chu, Samuel Kai Wah (2024) Applying game-related methods in the writing classroom: A scoping review. Education and Information Technologies, 29 (4). pp. 4481-4504. ISSN 1360-2357,
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 L Education (General)
LB2361 Curriculum
spellingShingle L Education (General)
LB2361 Curriculum
Guo, Kai
Zhong, Yuchun
Zainuddin, Zamzami
Chu, Samuel Kai Wah
Applying game-related methods in the writing classroom: A scoping review
description Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical studies in the field, there has been no systematic investigation of what games, or their elements, have been applied in the writing classroom. The aim of this study was to summarize the empirical evidence on using game-related approaches, including game-based learning and gamification, to teach writing. Twenty-two studies were analyzed, revealing the following findings: (1) various types of games were used for writing instruction, including digital educational games, non-digital educational games, and digital non-educational games; (2) digital educational games were the most common game type reported in the literature, and such games were used to create authentic and interactive learning environments, provide writing practice opportunities, and evaluate students' writing skills; (3) various game elements, such as points, leaderboards, storylines, and role-playing, were incorporated to develop gamified activities; and (4) students participated in such gamified activities in online and hybrid modes. Taken as a whole, the findings show how games and their elements are used for teaching and learning writing. Suggestions and implications are provided for practitioners and researchers in the field.
format Article
author Guo, Kai
Zhong, Yuchun
Zainuddin, Zamzami
Chu, Samuel Kai Wah
author_facet Guo, Kai
Zhong, Yuchun
Zainuddin, Zamzami
Chu, Samuel Kai Wah
author_sort Guo, Kai
title Applying game-related methods in the writing classroom: A scoping review
title_short Applying game-related methods in the writing classroom: A scoping review
title_full Applying game-related methods in the writing classroom: A scoping review
title_fullStr Applying game-related methods in the writing classroom: A scoping review
title_full_unstemmed Applying game-related methods in the writing classroom: A scoping review
title_sort applying game-related methods in the writing classroom: a scoping review
publisher Springer
publishDate 2024
url http://eprints.um.edu.my/46037/
_version_ 1811682116267671552