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

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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.

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Correspondence to Kai Guo.

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Appendix

Appendix

Substantive features of the selected studies

Author(s)/Year

Publication source

Research site (country/region)

Educational level

Target language

Participants

Methodology

Data collection method

Allen et al. (2014)

Language Learning & Technology

USA

Secondary education

English (L1 and L2)

42 high school students

Quantitative

Test; questionnaire

Barab et al. (2012)

Computers & Education

USA

Secondary education

English (L1)

65 seventh graders

Mixed-methods

Test; questionnaire; observation; interview

Boscolo et al. (2012)

Reading & Writing Quarterly

Italy

Elementary education

Italian (L1)

114 fourth graders

Quantitative

Test; questionnaire

Chang et al. (2021)

Computer Assisted Language Learning

Taiwan, China

Elementary education

Chinese (L1)

113 third graders

Quantitative

Test; questionnaire

Clark and Murphy (2021)

Teaching of Psychology

USA

Higher education

English (L1)

90 undergraduate students

Quantitative

Test

Dickey (2011)

British Journal of Educational Technology

USA

Higher education

English (L1)

20 college students

Qualitative

Observation; questionnaire; interview

El Tantawi et al. (2018)

European Journal of Dental Education

Saudi Arabia

Higher education

English (L2)

92 first-year dental students

Quantitative

Test; questionnaire

Fu et al. (2019)

Computers & Education

Taiwan, China

Higher education

English (L2)

74 first-year dental students

Mixed-methods

Test; questionnaire

Ho (2020)

Innovation in Language Learning and Teaching

Hong Kong, China

Higher education

English (L2)

50 second-year university students

Mixed-methods

Test; questionnaire; interview

Kim et al. (2013)

Computers & Education

South Korea

Secondary education

English (L2)

59 male high school students

Quantitative

Test

Lam et al. (2018)

Language Learning & Technology

Hong Kong, China

Secondary education

English (L2)

72 secondary-4 students

Mixed-methods

Test; online postings; interview

Lawrence and Sherry (2021)

Journal of Literacy Research

USA

Secondary education

English (L1)

114 seventh graders

Qualitative

Essay drafts; screen capture videos; interview

Lee (2019)

ReCALL

South Korea

Higher education

English (L2)

25 students

Qualitative

Writing papers; reflection papers; questionnaire

Liao et al. (2018)

Journal of Computer Assisted Learning

Taiwan, China

Elementary education

Chinese (L1)

245 third graders

Quantitative

Test; questionnaire

Lin et al. (2018)

Educational Technology & Society

Taiwan, China

Higher education

English (L2)

68 undergraduate students

Mixed-methods

Test; online data; reflections; questionnaire

Neville (2015)

ReCALL

USA

Higher education

German (L2)

32 university students

Mixed-methods

Test

Proske et al. (2014)

Educational Technology Research and Development

Germany

Higher education

English (L2)

175 university students

Quantitative

Test; questionnaire; log data

Roscoe et al. (2019)

Journal of Educational Computing Research

USA

Secondary education

English (L1)

163 high school students

Quantitative

Test; questionnaire

Song and Sparks (2019a)

Journal of Educational Computing Research

USA

Secondary education

English (L1)

42 seventh graders

Mixed-methods

Test; questionnaire

Song and Sparks (2019b)

Educational Technology Research and Development

USA

Secondary education

English (L1)

104 middle school students

Quantitative

Test

Wang et al. (2016)

Journal of Computer Assisted Learning

Taiwan, China

Elementary education

Chinese (L1)

75 third graders

Quantitative

Test; questionnaire

Wang and Song (2022)

The Asia-Pacific Education Researcher

Mainland China

Higher education

English (L2)

60 non-English major students

Mixed-methods

Test; questionnaire; group discussion audio-recordings

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Guo, K., Zhong, Y., Zainuddin, Z. et al. Applying game-related methods in the writing classroom: A scoping review. Educ Inf Technol 29, 4481–4504 (2024). https://doi.org/10.1007/s10639-023-11998-w

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  • DOI: https://doi.org/10.1007/s10639-023-11998-w

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