File Download
There are no files associated with this item.
Links for fulltext
(May Require Subscription)
- Publisher Website: 10.1007/s10639-023-11998-w
- Scopus: eid_2-s2.0-85164193491
- WOS: WOS:001024249800003
- Find via
Supplementary
- Citations:
- Appears in Collections:
Article: Applying game-related methods in the writing classroom: A scoping review
Title | Applying game-related methods in the writing classroom: A scoping review |
---|---|
Authors | |
Keywords | Game-based learning Gamification Literature review Writing pedagogy |
Issue Date | 8-Jul-2023 |
Publisher | Springer |
Citation | Education and Information Technologies, 2023 How to Cite? |
Abstract | 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. |
Persistent Identifier | http://hdl.handle.net/10722/331954 |
ISSN | 2023 Impact Factor: 4.8 2023 SCImago Journal Rankings: 1.301 |
ISI Accession Number ID |
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Guo, Kai | - |
dc.contributor.author | Zhong, Yuchun | - |
dc.contributor.author | Zainuddin, Zamzami | - |
dc.contributor.author | Chu, Wah Kai Samuel | - |
dc.date.accessioned | 2023-09-28T04:59:51Z | - |
dc.date.available | 2023-09-28T04:59:51Z | - |
dc.date.issued | 2023-07-08 | - |
dc.identifier.citation | Education and Information Technologies, 2023 | - |
dc.identifier.issn | 1360-2357 | - |
dc.identifier.uri | http://hdl.handle.net/10722/331954 | - |
dc.description.abstract | <p>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.<br></p> | - |
dc.language | eng | - |
dc.publisher | Springer | - |
dc.relation.ispartof | Education and Information Technologies | - |
dc.rights | This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. | - |
dc.subject | Game-based learning | - |
dc.subject | Gamification | - |
dc.subject | Literature review | - |
dc.subject | Writing pedagogy | - |
dc.title | Applying game-related methods in the writing classroom: A scoping review | - |
dc.type | Article | - |
dc.identifier.doi | 10.1007/s10639-023-11998-w | - |
dc.identifier.scopus | eid_2-s2.0-85164193491 | - |
dc.identifier.eissn | 1573-7608 | - |
dc.identifier.isi | WOS:001024249800003 | - |
dc.identifier.issnl | 1360-2357 | - |