skip to main content
10.1145/3452940.3453026acmotherconferencesArticle/Chapter ViewAbstractPublication PagesiciteeConference Proceedingsconference-collections
short-paper

Research on Application of Computer-Assisted Oral English Gamification Teaching

Published: 17 May 2021 Publication History

Abstract

In recent years, with the continuous development and progress of information technology, in order to improve students' learning ability and quickly master relevant oral English knowledge, through the use of computer technology to help improve students' oral English level. Because, students interested in oral English learning is not high, unable to realize the autonomous learning, therefore, can through the computer to assist students to learn oral English, an English learning platform for students, with the help of the computer technology, stimulate students' interest in learning, make students actively learning oral English, improve the efficiency of English learning, build the perfect computer auxiliary system in English.

References

[1]
Blume, C. (2020). Games people (don't) play: An analysis of pre-service EFL teachers' behaviors and beliefs regarding digital game-based language learning. Computer Assisted Language Learning, 33(1-2), 109--132.
[2]
Deterding, S. (2011). Meaningful play. Getting "gamification" right. (SlideShare presentation). Available at http://www.slideshare.net/dings/meaningful-play-getting-gamification-right [Last accessed 9 Nov 2020]
[3]
Lam, Y. W., Hew, K. F., & Chiu, K. F. (2017). Improving argumentative writing: Effects of a blended learning approach and gamification. Language Learning & Technology, 22(1), 97--118. Available at https://scholarspace.manoa.hawaii.edu/handle/10125/44583 [Last accessed 9 Nov 2020]
[4]
Portnow, J., Floyd, D. & Seigel, E. (2013). Gamification. Penny Arcade Season 2, Episode 10. Available at http://www.penny-arcade.com/patv/episode/gamification [Last accessed 9 Nov 2020]
[5]
Rachels, J. R., & Rockinson-Szapkiw, A. J. (2018). The effects of a mobile gamification app on elementary students' Spanish achievement and self-efficacy. Computer Assisted Language Learning, 31(1-2), 72--89.
[6]
Van Grove, J. (2011). Gamification: how competition is reinventing business, marketing and everyday life. Mashable Buzzard Breakdown Series. Available at http://mashable.com/2011/07/28/gamification/ [Last accessed 9 Nov 2020]
[7]
Werbach, K. (2018). Learning from games for gamified learning (YouTube video). Available at https://www.youtube.com/watch?v=RD489AUivDw [Last accessed 9 Nov 2020]
[8]
Werbach, K. (2020). (Re)Defining Gamification: A Process Approach. Persuasive 2014, LNCS 8462, 266--272. Available at https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3578584 [Last accessed 9 Nov 2020]

Cited By

View all
  • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
  • (2023)English as a Second Language Using Gamification: a Case Study in Sri Lanka2023 IEEE Asia-Pacific Conference on Computer Science and Data Engineering (CSDE)10.1109/CSDE59766.2023.10487684(1-6)Online publication date: 4-Dec-2023

Index Terms

  1. Research on Application of Computer-Assisted Oral English Gamification Teaching
      Index terms have been assigned to the content through auto-classification.

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Other conferences
      ICITEE '20: Proceedings of the 3rd International Conference on Information Technologies and Electrical Engineering
      December 2020
      687 pages
      ISBN:9781450388665
      DOI:10.1145/3452940
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 17 May 2021

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. Computer-assisted language learning
      2. Digital gamification
      3. EFL
      4. English speaking
      5. Gamification
      6. Mobile-assisted language learning
      7. Second language learning
      8. Spoken English

      Qualifiers

      • Short-paper
      • Research
      • Refereed limited

      Conference

      ICITEE2020

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)3
      • Downloads (Last 6 weeks)0
      Reflects downloads up to 28 Feb 2025

      Other Metrics

      Citations

      Cited By

      View all
      • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
      • (2023)English as a Second Language Using Gamification: a Case Study in Sri Lanka2023 IEEE Asia-Pacific Conference on Computer Science and Data Engineering (CSDE)10.1109/CSDE59766.2023.10487684(1-6)Online publication date: 4-Dec-2023

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Figures

      Tables

      Media

      Share

      Share

      Share this Publication link

      Share on social media