#3613

Synchronous (Onsite) Motivation / Identity / Agency Research Report/Paper (Asynchronous)

The Impact of Gamified Instruction on Japanese English Language Learners' Motivation

Sun, Apr 30, 10:00-10:25 Asia/Seoul

Location: P205

The effects of gamified instruction via the Classcraft website on Japanese ELLs' self-reported motivation levels are explored in this study. Classcraft is geared toward increasing ELLs’ motivation to study English by ‘gamifying’ the classroom through game elements like points, rewards, leveling, and teamwork. A2-level (the CEFR equivalent of elementary level) students across four compulsory Listening and Speaking classes at a university in western Japan were chosen for this study. Similar to traditional role-playing video games (RPGs), the participants were required to create and ‘level-up’ online avatars with points they acquired through good in-class behavior and performance. To measure changes in motivation over the course of the semester, the two instructors involved in the study recorded observational data and conducted pre- and post-study surveys. The data suggests that while students generally had a positive outlook on the rewards Classcraft offered, it had a negligible effect on their motivation.