Fostering Gamification to Motivate Students to Learn English Literature
Gamification in the field of education is on the rise and its implementation is increasingly common in high schools. However, there are few studies that focus on the outcomes and the influence it might have on classroom learning.
This study tries to discern whether students are more willing to learn English literature by means of the use of some tasks designed as gamified activities. For this purpose, these research questions can serve as a guide: does gamification have positive effects on students motivation? Can the use of gamification in the classroom encourage students to learn literature? If so, do they find classes more enjoyable with this method?
This paper will attempt to answer these questions by focusing on a secondary school in Lleida, in which the implementation of gamification is a novelty in its programming.
Keywords: gamification, motivation, English literature, secondary education, learning activities
Delivery date: 2018.06.08
Fostering Gamification to Motivate Students to Learn English Literature was submitted as a Master's thesis to the University of Lleida. This paper was printed in Lleida on 2018/06/08. You may find a digital copy at studies.cat
Alexander Ramal Ungria