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Classcraft-as-a-Resource-to-Implement-Gamification-in-English-Medium-Instruction



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Classcraft as a Resource to Implement Gamification in English-Medium
Instruction
Chapter
· January 2020
DOI: 10.4018/978-1-7998-2318-6.ch017
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University of Granada
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Universidad de Almería
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Chapter 17
DOI: 10.4018/978-1-7998-2318-6.ch017
ABSTRACT
The exponential growth of English-medium instruction (EMI) programs in higher education has driven 
to the search for new and innovative teaching resources and techniques to facilitate the teaching and 
learning of disciplinary content matter through a non-native language. During the last years, gamifica-
tion has emerged as a great tool when it comes to foster students’ motivation and, consequently, favour 
their learning. There are numerous ways of introducing gamification in the classroom and a high number 
of resources and tools available for teachers to design and implement gamification proposals. One of 
these tools is Classcraft, an online role-playing platform that allows the teacher to turn the classroom 
into a real role-playing scenario. This chapter will explore the benefits of including gamification—and 
more specifically Classcraft—for EMI in higher education. Exhaustive guidelines are described in order 
to serve as a base for EMI lecturers to implement gamification in their courses.
INTRODUCTION
Undoubtedly, motivating and involving students in the classroom sessions poses a challenge for teachers. 
Students’ lack of motivation is a matter of concern at all educational levels and higher education is not 
an exception, especially when the instruction is provided in a foreign language, e.g. English. Nowadays, 
undergraduate students generally bring with them laptops and mobile devices with internet connection−
Classcraft as a Resource to 
Implement Gamification in 
English-Medium Instruction

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