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Classcraft as a Resource to Implement Gamification in English-Medium Instruction
The three main elements of gamification are game dynamics, mechanics and components. Dynamics
are the global aspects of gamification and are related to satisfying players desires. They include game
constraints, emotions, narrative progression and relationships. Mechanics are the processes used to gen-
erate player engagement. It is achieved by using challenges and competitions, by providing interaction
opportunities with other players such as collaboration or partnership (playing in teams, for example) and
including other elements as scoring points, levels or feedback. Finally, the components are the specific
instantiations related to dynamics and mechanics, including achievements, gifts or rewards; conquers and
progress; avatars, badges and virtual objects; combats or challenges; content unlocking; team formation;
and levels, scores and ranking tables (Herranz, 2013; Werbach & Hunter, 2015)
Several studies have proved the positive impact of gamification at all educational levels on students’
engagement (da Rocha Seixas, Gomez, & de Melo Filjo, 2016) and learning motivation (Diaz, Diaz,
& Ahumada, 2018; Hursen & Bas, 2019; Kaila, Laakso, Rajala, Makelainen, & Lokkila, 2018; Rajšp,
Beranič, Heričko, & Horng-Jyh, 2017). More specifically, rewards systems and leaderboards have been
proved to have a positive impact on motivation given that this way of representing progress is innovative,
fun and encouraging for students as they are publicly and instantly recognized (Dominguez et al., 2013)
In addition, other authors outline significant improvements in terms of attention to reference materials,
participation and proactivity (Barata, Gama, Jorge, & Gonçalves, 2013). Concerning Second Language
learning, Figueroa-Flores (2015) suggests that gamification contributes positively to enhance the learn-
ing
of writing, reading and speaking as well as to motivate collaboration and interaction.
Stages of Gamification
There is a broad consensus that gamification needs careful planning in order to be successful and moti-
vate and engage students. An understanding of the theoretical rationale behind gamification will allow
educators to evaluate the benefits and drawbacks, explore current implementation and future possibili-
ties and, consequently, create effective gamification interventions (Lee & Hammer, 2011). Huang and
Soman (2013) stablish a five-step process for applying gamification in education.
The first step is to understand the target audience−identifying factors such as age group, learning
abilities, current skillset, etc.−and the context, which includes the group size, environment, sequencing
of skills and the time of frame. This process will allow teachers to anticipate possible pain points.
The second step is
to define learning objectives, which can include general
instructional goals such
as completing a given assignment; specific learning goals as understanding a concept or being able to
perform a task; and behavioural goals like minimizing
distraction in class, for example.
The third step is to structure the experience by setting stages and milestones that enables the teacher
to sequence knowledge and quantify learning achievements, while at the same time, it will make students
see the objectives more achievable and measurable. In addition, the identification of obstacles within
and between stages will be easier. It is advisable to start with easier milestones to engage and motivate
students.
The fourth step is to identify resources in order to determine tracking mechanisms, currency−the
unit of measure−rules, levels, feedback systems, etc. In this sense, it is very important for students to
receive feedback as it will make gamification more appealing.
The fifth step is to apply gamification elements, also known as game mechanics, which can be classified
as self-elements or social-elements. On the one hand, self-elements get students to focus on competing
with themselves and they include points, badges, levels or time restrictions, among others. On the other