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Classcraft as a Resource to Implement Gamification in English-Medium Instruction
are still scarce in comparison with the quick emergence of EMI programmes in European and Spanish
universities (Lasagabaster, 2018).
As supported by the EHEA, new activities and tasks aimed to develop critical and creative thinking
among students should be pursued. According to the EHEA, the level of the students and their cognitive
needs have an essential role, especially when the teaching is conducted in a non-native language, e.g.
English. Consequently, new methods and resources to improve the teaching-learning process should be
introduced in EMI classrooms (Pérez et al., 2009).
In this respect, different studies conducted by Pérez-Cañado (2018), Pérez-Cañado & Ráez Padilla
(2015), Scott & Beadle (2014), among others, have highlighted the potential of combining computer-
mediated techniques and multilingual approaches such as EMI, as they share some similar pedagogical
principles. According to these authors, both computer-mediated techniques and EMI foster authentic,
more active and participatory learning. Similarly, both encourage student-centered and communicative-
oriented teaching processes as well as task-based and problem-solving methods. They also promote
intercultural communicative competence, student autonomy, risk-taking, creativity and critical think-
ing; and encourage positive attitudes towards learning, self-confidence and motivation. Consequently,
the use of computer-mediated teaching techniques such as gamification in EMI contexts seems to be an
ideal resource to provide students with opportunities to engage in a more dynamic, active and motivat-
ing learning process.
Despite the extensive literature on gamification found in different educational contexts, there are, to
the authors’ knowledge, scant research related to the use of this innovative computer-mediated technique
in multilingual or EMI contexts in higher education –only some isolated experiences have been reported
(cf. Hays, 2005; Kétyi, 2016; Sánchez-Pérez & Galera, 2019). For this reason, this chapter intends to fill
an existing research gap by describing the benefits and providing some guidance to implement gamifica-
tion through Classcraft, a current and innovative teaching technique considered to promote classroom
dynamism, student motivation and engagement in order to help in-service and future EMI lecturers
design their lessons in a more active and engaging way.
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