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Classcraft as a Resource to Implement Gamification in English-Medium Instruction
CONCLUSION
EMI has exponentially increased in higher education institutions worldwide. Within this scenario, stu-
dents following EMI lessons find an extra degree of difficulty, as they need to learn new and complex
knowledge through a foreign language, e.g. English. This may lead to content understanding issues,
low in-class participation rates and increasing student inhibition. The lack of motivation of students un-
doubtedly poses a great challenge for university lecturers, particularly when the instruction is provided
in a non-native language. For this reason, lecturers should be opened to explore new methodologies and
ways to design their courses to engage their students. New technologies are here to stay and, although
some teachers may be reluctant to allow students to use their mobile devices in class as they may lead
to distractions, their benefits clearly outweigh their disadvantages. Technologies can be combined with
emerging methodologies in order to design appealing courses. This would be the case of gamification,
which is a great tool to engage and foster students’ motivation and engagement.
This chapter has provided a deep insight of how to implement gamification experiences based on
Classcraft in EMI courses. Classcraft offers numerous advantages to lecturers and students as it offers an
innovative and new experience that is fun both for the teacher as for the students. In addition, Classcraft
have been proved to have a positive impact on students’ engagement, academic performance, motivation
and participation. In this sense, Classcraft can be potentially useful for EMI courses given that, as stated
above, most common problems that experience EMI teachers are related to low participation rates and
student inhibition. However, teachers should be aware that designing this kind of experiences are very
demanding and require a great involvement from all the actors involved. Consequently, this chapter has
presented the procedures for EMI instructors to implement gamification proposals based on Classcraft
in their courses and advice to overcome the main issues concerns and problems has been provided.
Nevertheless, given that Classcraft it is not designed for specific courses, these guidelines could also be
extended to other courses from all educational levels.
Additionally, in order to benefit from the implementation of gamification in EMI courses, there is a
dire need for teacher training on computer-mediated techniques. The development of computer-mediated
competences through integrated curricula could be a possible solution. However, despite the great amount
of literature concerning the benefits of computer-mediated techniques in educational contexts, the devel-
opment of computer-mediated integrated curricula still remains underperformed (Arzal & Chen, 2017).
Therefore, in order to benefit from the positive effects of gamification in EMI university classrooms, both
authorities and practitioners should be aware of the need to incorporate digital and computer-mediated
competences in university curricula, particularly in EMI scenarios, where the teaching and learning of
content
in a foreign language, e.g. English is doubly challenging.
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