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Impacts of Gamification in Remote Learning in Tertiary Education

Published: 17 December 2021 Publication History

Abstract

This research focuses mainly on the impacts and effectiveness of gamification in remote learning in tertiary education in Hong Kong. The study investigates the psychological and physical behaviours of English Language teachers and students towards the adaptability to game-based learning platforms and its success; the popularity and ease of applicability of different gaming tools in relation to multi-disciplines and contexts of English Language learning and teaching in tertiary education, in relation to both the learners' and educators' technological literacy and training received, as well as equipment support offered by educational institutions. The methodology of the research includes the collection of data from questionnaires distributed and interviews conducted among university and college students and teachers in Hong Kong, in corresponding to their perceptions, attitudes, motivation, interests, preferences, feelings of ease and other psychological responses to the application of different gaming tools for English Language learning and teaching. It was found that most university students and teachers find it comfortable to use different to enhance the interactive learning environment in English Language classrooms. When students engage in creating games together, either competitive learning or collaborative learning can create an interactive classroom simultaneously. With the concept of level up, learners are motivated to be proceeded to the next level or being elevated to another advanced subsequent course. In this regard, learning becomes a process and students are motivated to create the learning outcomes together with their peers. The research explores the possibility and limitations of applying the notion of gamification in virtual classrooms. This accelerates future course development with the possibility of course redesign and assessment restructuring with a switch to the new mode of technology as the trend. It also provides a framework to the further study of the application of gamification in other subjects and different classrooms in the globe, with the reference to the motivating force and physical and psychological behaviours of individuals in the learning contexts in tertiary education.

References

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Redjeki, I. S., & Muhajir, R. (2021). Gamification in EFL classroom to support teaching and learning in 21st century. JEES (Journal of English Educators Society), 6(1), 68--78. Retrieved from https://doi.org/10.21070/jees.v6i1.882
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Wei, C.W., Kao, H.Y., Lu, H.H., & Liu, Y.C. (2018). The Effects of Competitive Gaming Scenarios and Personalized Assistance Strategies on English Vocabulary Learning. Educational Technology & Society, 21(3), 146--158
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Fridolin, Ting Sze Thou, Lam, Wai Hung, & Shroff, Ronnie Homi. (2019). Active Learning via Problem-Based Collaborative Games in a Large Mathematics University Course in Hong Kong. Education Sciences, 9(3), 172
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Kotob, M.M. & Ibrahim, L.A. (2019). Gamification: The Effect on Students' Motivation and Achievement in Language Learning. Journal of Applied Linguistics and Language Research 6(1), 177--198. Retrieved from https://www.jallr.com
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Campillo-Ferrer, G.M, Miralles-Martínez, P & Sánchez-Ibáñez, R. (2020). Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies. MDPI 12(12), 4822. Retrieved from https://doi.org/10.3390/su12124822
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Sze, F., Lam, T.T. & Ronnie, H.S. (2019). Active learning via problem-based collaborative games in a large mathematics university course in Hong Kong. Education Sciences, 9(3). Retrieved from http://dx.doi.org.lib.ezproxy.ust.hk/10.3390/educsci9030172
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Cited By

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  • (2024)Interactive Game-Based Approach to Learning the Organic Chemistry CourseProceedings of the 2024 10th International Conference on e-Society, e-Learning and e-Technologies (ICSLT)10.1145/3678610.3678620(25-30)Online publication date: 21-Jun-2024
  • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
  • (2022)Stop Reinventing the Wheel! Promoting Community Software in Computing EducationProceedings of the 2022 Working Group Reports on Innovation and Technology in Computer Science Education10.1145/3571785.3574129(261-292)Online publication date: 27-Dec-2022

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  1. Impacts of Gamification in Remote Learning in Tertiary Education

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    cover image ACM Other conferences
    ICSLT '21: Proceedings of the 7th International Conference on e-Society, e-Learning and e-Technologies
    June 2021
    123 pages
    ISBN:9781450376846
    DOI:10.1145/3477282
    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]

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    Publication History

    Published: 17 December 2021

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    Author Tags

    1. Gamification
    2. language learning
    3. motivation
    4. remote learning

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    View all
    • (2024)Interactive Game-Based Approach to Learning the Organic Chemistry CourseProceedings of the 2024 10th International Conference on e-Society, e-Learning and e-Technologies (ICSLT)10.1145/3678610.3678620(25-30)Online publication date: 21-Jun-2024
    • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
    • (2022)Stop Reinventing the Wheel! Promoting Community Software in Computing EducationProceedings of the 2022 Working Group Reports on Innovation and Technology in Computer Science Education10.1145/3571785.3574129(261-292)Online publication date: 27-Dec-2022

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