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

Classcraft as a Resource to Implement Gamification in English-Medium Instruction
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Author(s): Irene Rivera-Trigueros (University of Granada, Spain)and Maria del Mar Sánchez-Pérez (University of Almería, Spain)
Copyright: 2022
Pages: 17
Source title: Research Anthology on Developments in Gamification and Game-Based Learning
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-6684-3710-0.ch047

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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, gamification 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.

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