Gamifying the Refugee Classroom: Challenges and Potential

Gamifying the Refugee Classroom: Challenges and Potential

Katerina Bizota, Katerina Makri
DOI: 10.4018/978-1-6684-4287-6.ch031
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Abstract

This research presents the design, implementation, and evaluation of a theory-driven educational scenario for students with a refugee background based on gamification to support learning Greek as a second language. The scenario was implemented in an educational priority zone (ZEP) classroom of a Greek primary school with eight refugee students aged 9 to 11 with a diverse linguistic background. The gamified educational platform Classcraft was used, transforming the lesson into a fantasy map-based world with heroes and quests. The findings indicate that the game elements significantly impacted engagements were competition and collaboration and some immersion-related features like storytelling, which increased autonomy. The language goal of the scenario was attained by the majority of students displaying that gamification can promote language development if adjusted to students' language level. From the findings, two demotivating factors were detected that should be taken under consideration for future studies.
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Background

Defining the Concept of Gamification in Education

The concept of gamification is not entirely new in the educational arena and has been applied in several educational contexts during the last decade, yet a large amount of information is still unknown (Metwally, Nacke, Chang, Wang & Yousef, 2021).

As a starting point, the definition that dominates the literature pertains to Deterding, Dixon, Khaled and Nacke (2011a), who defined gamification as “the use of game design elements in non-game contexts” (p. 2). On its part, Werbach (2014) refined this conceptualization as “the process of making activities more game-like” (p. 6). In 2015, the conceptualization has finally moved towards learning by Landers, inaugurating gamification of learning. In his theory of gamified learning, gamification is interpreted as “the use of game attributes, including action language, assessment, conflict/challenge, control, environment, game fiction, human interaction, immersion, and rules/goals to facilitate learning and related outcomes” (p. 6). In other words, gamification in education is a mechanism that conflates game elements and game-like experiences into the learning process with the ultimate goal to change learner’s contextual behavior.

With that in mind, an increasing number of educational implementations made their appearancewith positive results on motivation, engagement, performance and interaction (Antonaci, Klemke, & Specht, 2019; Zainuddin, Chu, Shujahat, & Perera, 2020), but outpaced the understanding of gamification and its method (Dichev & Dicheva, 2017; Landers, Bauer, Callan, & Armstrong, 2015).

Key Terms in this Chapter

Game Elements: In gamification contexts, game elements refer to specific rewards assigned to users after achieving a certain challenge or quest. The aim is to increase level, engagement and motivation.

Hybrid Model: In the context of this research, the term refers to the combination of Self Determination (SDT) and Social Presence theories, to synthesize individual and social elements in order to support the needs of the refugee students' group.

SLA: Second Language Aquisition, a term commonly used in the fields of Language Studies and Language Education.

Game Design: The process of utilizing specific elements and aesthetics for the purpose of creating a game.

Social Theories: In the context of gamification, the term refers to theories that focus on the social aspect of gamification, aiming at enhancing the feelings of relatedness and connectedness among users.

Educational Scenario:The flow of a series of educational activities: usually including the use of digital technology for added pedagogical value.

Quest: A concept coming from games and commonly used in gamification research and practice. A quest is a set of challenges that once overcome, result in a defined reward.

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