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Gamifying Linguistics Courses in Non-Technological Learning Environments
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Gamifying Linguistics Courses in Non-Technological Learning Environments
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Gamifying Linguistics Courses in Non-Technological Learning Environments
Gamifying Linguistics Courses in Non-Technological Learning Environments
Journal Article

Gamifying Linguistics Courses in Non-Technological Learning Environments

2021
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Overview
One common course subject to foreign language undergraduate students' complaints in Higher Education is probably linguistics. Educational technology tackles the issue of students' demotivation in such courses, and suggest gamification as a 21st century pedagogical problem- solving strategy. Special emphasis has been placed on Internet-based gamification responding effectively to different learner's needs and styles. Yet, gamifying education in non-technological settings, where access to digital tools is limited, is still in its infancy. The objective of this qualitative research was to explore the use of gamification in linguistics courses in such environments. An experimental case study on student-centred gamification involved twenty-three EFL learners of pre-service teacher education, at Oran Higher School of Education, Algeria. The findings included different gamified designs namely, graphs, images, drawings, puzzles, and videos. I finally proposed to use Lom's Active Learning Strategies framework as a possible effective way to implement gamification in the classroom.
Publisher
جامعة احمد بن بله وهران 1 - مختبر اللهجات ومعالجة الكلام