Many researchers have attempted to utilize gamification to increase student engagement, motivation and\nachievement in the classroom with varying degrees of accomplishment. This research attempts to review of existing\nliterature on the subject as well as the implementation of gamification on Language course. It aims to get better\nunderstanding of how gamification can efficiently be used in education. This analysis reveals that the underlying\nfact that make games engaging are already utilized in pedagogical practices. There are two important\nrecommendations from this research. First, use gamified learning scenario as an activity, to encourage students\ntrying new things and avoiding fear to make a mistakes. Secondly, the gamification in education setting needs\nstudents to participate deliberately to ensure the gamification retains the game-like nature.
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