Gamification: A possibility for ELT in the digital era
In this digital era, with technology having permeated almost every aspect of our students’ lives from birth, it is important that teaching methods cater for emerging new needs. As a possible tool in this, gamification, the use of game design elements in non-game contexts, is proposed in this literary review. First, relevant, contemporary theories from various fields, such as Self-Determination Theory from psychology, are used to create a theoretical framework for gamification. Through this framework, the most common game design elements – points, badges and leaderboards – are explored, and some possible issues regarding their implementation are described. Moreover, the results from research on gamification in education are examined critically and with reference to the previously outlined theoretical background. Although there are indications of positive effects, some areas in need of attention are identified. Finally, the current state of gamification within the context of English Language Teaching is discussed, and some suggestions for future research are proposed.