Professional Documents
Culture Documents
Alexander W. LaForest
Author Note
Alexander W. LaForest
alaforest@liberty.edu
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GAMIFIED INSTRUCTION AND LANGUAGE ACQUISITION
Abstract
engagement, language acquisition, and vocabulary retention will be utilized. A teacher will be
identified for the study and will participate in a three-to-four-week cycle of observations to
improve practice. A detailed account of the literature surrounding gamified instruction will be
used to establish a baseline. By implementing effective gamified instruction that plays into
students’ Zone of Proximal Development both on a content and linguistic level, activities can be
used to improve engagement, acquisition, and retention of vocabulary. The final aspect of this
paper seeks for further research by expanding the parameters of the study and continuing to
follow the teacher in the upcoming school year. This research will be utilized to help establish
better practices for working with all students to create an equitable classroom environment.
Introduction
Seeking out ways to continually improve practice for students is usually next. However, while
most educators strive to have an equitable classroom, being able to do so and effectively teach
content to all stakeholders poses a challenge. This study will seek out to find methods of
Through an action research observation cycle a teacher and her class will be studied over the
course of three to four weeks consisting of three observations and post-conferences. The goal is
to examine how student engagement changes and impacts learning in the classroom.
Integrating new technologies into the classroom has become a driving force within
education. This increase in technologies has led to alternative methods for instruction such as
videos, virtual reality, and gaming. While technology has assisted in providing new avenues for
utilizing games in school, gamifying instruction has been around for years. Past studies have
work to examine the benefits and pitfalls of gamifying instruction and providing game-based
learning opportunities for accomplishing learning in the classroom. Kingsley et al. (2018) write,
“Gamified environments are ideal for mastery learning, allowing students to repeatedly practice
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skills to meet learning outcomes” (p. 552). This begs the question, how does gamifying
content specific vocabulary? Research has been conducted in line with this question to
understand effects of game-based learning opportunities, and how to best execute them into the
instruction cannot only benefit student engagement, but use of content vocabulary.
uncovered some of the effects that this initiative has to offer. When educators propose gamified
instruction, it can allow students to engage in an inclusive environment (Alavi & Gilakjani,
2019). An engaging lesson or task allows for students to become immersed in the topic. Doing
this through games permits students to unknowingly involve themselves in a learning task.
Karagiorgas and Niemann (2017) write, “games are a powerful tool to engage and motivate
learners. Even nonserious games, or perhaps especially non serious games, have been proven to
contain built in collaborative” (p. 515). The intertwined aspects of motivation and collaboration
Motivation and collaboration are not the only facets prevalent in gamifying instruction.
(Weissheimer et al., 2019). The competitive aspect can work on two fronts. One there is a
competitive nature between students that causes them to work to improve to be better than one
another. However, this runs the risk of students rushing through the activity and making mistakes
due to oversight. Secondly, the competitive nature could be internalized. This ties into the
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motivational aspect of gamifying that Karagiorgas and Niemann (2019) noted as well. Within a
gamified environment utilizing points, students might want to continue trying to best their
highest score. This mindset works to have students continually practicing a set skill for mastery.
While this scenario could playout with an intrinsic motivator for self-competition, the alternative
could be students becoming frustrated with the level of difficulty and shutting down no longer
Not all aspects of gamified instruction propose successful outcomes. Whereas the
possibility of disengagement has already been covered, the learning outcomes from gamified
learning could also propose potential issues. Depending on the structure of the game, students
may be learning vocabulary out of context. Learning vocabulary without proper structure of
environment could lead to improper implementation of terms (Weissheimer et al., 2019). Opting
for colorful and enticing learning environment may sacrifice the contextual focus of content
language (Tamtama et al., 2020). It is prudent that practice with proper structure and repetition is
key. This begs the question of whether gamified homework can be an effective tool for learner
success (Weissheimer et al., 2019)? If students require strict structure within the classroom
environment, then assigning gamified homework could potentially only lead to more prevalent
environments, recent studies have proposed ideal qualities for achievement. Kingsley et al.
(2018) put this at the forefront, “Make the winning condition within reach for every student in
the realm” (p. 553). Much like Vygotsky’s Zone of Proximal Development, gamified instruction
must be properly scaffolded and differentiated for learners based on both academic and
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technological experience. To assure that educators pay attention to students’ abilities, they must
provide clear expectations, game instructions, challenging activities within reason, student ability
to adjust the game, and an inviting environment (Tamtama et al., 2020). Additionally, the
proposed environment should reflect real-world scenarios. By doing so students will get in-
context experience to implement and practice skills without fear of mistakes (Karagiorgas &
Niemann, 2017). Student choice is key when working towards offering game-based opportunities
(Kingsley et al., 2018). Most importantly the games must provide feedback for the student, have
a clear and present goal, defined rules, as well as students eager and willing to engage.
Additionally, gender, proficiency, culture, and mentor relationships are all factors that play into
game-based success (Karagiorgas & Niemann, 2017). If these factors are present and considered,
then there is a greater possibility for successful engagement as well as learning. Overall, the
game-based activity should provide a challenge that builds perseverance and motivation while
also educating the student. Utilizing quest type activities helps propose levels based upon skill.
The activity should be natural fun and not forced. Kinsley et. al write, “do not cover the broccoli
with chocolate; instead, serve the banana split!” (p. 553). This holds true to creating an activity
that is challenging yet engaging, that causes the student to repetitively try to master a skill and
Best Practices
challenges. To do so an educator must not only consider their technical capability, but the
students’ capability for interacting with technology as well. Additionally, the activity must be
implemented and used with fidelity to the content. One best practice that a teacher can use for
successful implementation is to clearly identify the objectives of the activity as well as the rules
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of the game. By doing so, students will know what is expected of them regarding engagement as
well as educationally. To better support the engagement aspect, educators should employ
Secondly, educators should make sure to differentiate their activities for students at
different academic and technological levels. The purpose of the activity should be to best enforce
the curriculum in a way that builds intrinsic motivation. If the lesson is posing a technical
challenge that acts as a barrier to learning, some pre-teaching on technology might need to occur.
An activity that is designed within a student’s Zone of Proximal Development will challenge
them to grow. This is where level scaling from a game perspective is important. Being able to
provide in game differentiation and scaffolding will assist with student success.
Finally, when implementing game-based activities the activity should be relevant to the
material, the world, and provide consistent feedback. The gamified activity needs to utilize the
content material in a real-world sense that provides a proper context. If this is not done, then
students will be learning vocabulary and skills without knowledge of implementation. This sort
of gamification provides students the tools without any of the applicable know-how.
Additionally, while engage with the game, students should be provided pertinent feedback to
course correct. However, while this feedback should be consistent and relevant, it should also
allow the students time to fail and grow. If the feedback is too frequent or overbearing, then it
removes the student from the game and causes them to autopilot losing their engagement and
motivation.
Strategy Proposal
Regarding the needs for improved student engagement, the teacher, Sydney Mayberry,
and I, Alex LaForest, worked to establish a plan to improve her classroom teaching. Mrs.
Mayberry stressed how her ELL students sometimes seemed disengaged with the class activities.
Additionally, she wanted to improve not only their language acquisition, but the vocabulary
retention for all students. The proposed activities were to be utilizing the gamified aspects of
Flocabulary with content aligned videos and a teacher created game of Heads Up for recognition
of vocabulary. Only having limited time for observations, we discussed that the observations
would best be suited for when the students are playing Heads Up, as the students are
participating in peer-to-peer discourse. By using and pre-test and post-test aligned to the same
vocabulary, this would allow us to chart students progress. The same vocabulary terms that are in
the pre and post-test would be used in the Flocabulary videos and activities to help students make
progress. By using a mixture of technology and physical activities, students would be able to
interact with online resources that are automatically translated into their native languages
whenever they needed, and work with peers discussing and exploring with the vocabulary terms
during structure class times. Through this implementation the goal is to see an increase in student
vocabulary acquisition.
Background Information Mrs. Mayberry is a grade 7th and 8th grade science teacher at PreK-
Mayberry’s 6th teaching and 1st year at her current school. There
students on IEPs/504s.
vocabulary?
State Learning Standards MS-ESS3-2 Earth and Human Activity. Analyze and interpret data
Strategy Implementation
vocabulary.
Observation #2 (June 2nd, 2022) During the second observation Mrs. Mayberry still had the
they felt singled out by having to use a special set of cards, but
Pre-observation Conference
Prior to observations, Sydney Mayberry and I looked to examine which aspect of the
Science Curriculum and her teaching she felt needed the most improvement. After discussing,
we landed up focusing on bolstering vocabulary and language acquisition for all students and
concentrating on ELL students’ attitudes towards engaging in the activities. A pre-test, see
Appendix A for results, was given to students to assess for understanding of key vocabulary and
terms. We decided that after three weeks of utilizing a gamified activity and revising it as
needed, then she would give the same vocabulary test to check for understanding and
improvements. The evaluation of Mrs. Mayberry’s teaching and growth will not only be based
upon her students’ understanding of science vocabulary, but also her ability to problem solve and
Post-observation Conferences
27th, 2022) what did not. Both she and I noticed that the English-speaking
students were rather engaged with the activity. However, the ELL
wanted to improve her teaching and make sure her students received
the most from her lessons. I noted how the students were grouped
ELLs were together. Sydney noted that she has done this specifically
for group work, as the worksheets and the lessons are typically
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between the ELL students. This then opened the conversation for
make some posters for the room and a set of Heads-Up cards
her ELLs.
based upon ELLs and known Spanish speakers in the class. The
vocabulary.
Post-Observation #3 (June During the final post-conference Mrs. Mayberry was calm and
10th, 2022) reflective about the previous three weeks. The aspect of the
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pushing the groups to intermix a bit too fast. This brought up the
Data Analysis
The assessment to analyze the language acquisition and vocabulary retention while
utilizing gamified instruction was designed by picking fifteen high-usage words from the science
curriculum. Students’ level of engagement was noted on a subjective basis during the
observations. Both pre-data, see Appendix A, and post-data, see Appendix B, were gathered to
assess students understanding and growth. During the pre-test 5.88% of students demonstrated
gamified instruction, 81.82% of students demonstrated proficiency. Through examining the data,
it can be understood that planning highly engaging activities that require student-to-student
interaction shows student growth regarding language acquisition and vocabulary retention.
Utilizing gamified instruction that grouped ELLs based upon scaffolded levels of understanding
Conclusion
While this study demonstrated the benefits of utilizing gamified instruction as a tool for
improving student engagement, the attendance in Mrs. Mayberry’s class posed an interesting
question. Within a class of 25 students, only 17 students took the pre-assessment. By week three
only 11 of the 17 students present for the first week were in school for the post assessment. With
high absentee numbers pulling from a larger data pool became difficult. It begs the question if
the additional six students were present, how could it affect the data? By being able to structure
gamified activities that pulled on native language and English vocabulary, students of all
languages were able to participate. As the barrier to participation was lifted students were more
likely to engage in activities and push themselves outside of their scope of comfortability.
Further research may want to examine implementing gamified instruction on a longer-term scale.
Additionally, studies may want to examine student participation levels versus absentee rates.
Dispositions
How did you promote the disposition in your interactions with the novice teacher
Disposition
and students?
Being a teacher within the building I have a prior existing relationship with both Mrs.
Mayberry and the students. This lent to trust being established between all stakeholders
in the Action Research Observation Cycle. When interacting with the students I strived
Trust
to hear what they said and meant in an honest fashion, opposed to trying to tell me what
they felt needed to be said. Some of this was done through anonymous feedback and
comments.
Equity While facilitating the observations I worked to rotate throughout all areas of the
classroom, trying to discuss with most students their opinions. Students I did not get to
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How did you promote the disposition in your interactions with the novice teacher
Disposition
and students?
confer with during the first observation cycle, I talked with during the second. By the
third observation I was able to establish a baseline and growth for each student that was
present.
Understanding the limitations of school building, with prep periods not being provided,
Mrs. Mayberry and I conducted many of the post-conferences after school. Most of the
feedback provided tried to keep a timely and realistic aspect as to what could be done to
improve instruction. Between the second and third observation when Mrs. Mayberry
Fairness
admitted to pushing the growth faster than it should have been yielding a bit of a back
slide, this was noted as an area for improvement. Additionally, how this could have
Respect for the stakeholders involved was a key component. Having the students
understand that this study was not an evaluative assessment for the district that would
fall back on them, or their teacher was a major point of concern. Conveying that this
Respect
study was for self-reflection and improving teaching styles became the narrative told to
students to ease concern. As it is true both Mrs. Mayberry and I worked to ease
Teacher Name: Sydney Mayberry______ School Division Level: Middle School Science_
1. Summarize the final action research meeting: write what was decided in the form of a
Moving forward from the completed Action Research Observation Cycle, more gamified
activities can be used to increase engagement. Additionally, scaffolding for the ELL activates
can be down. By implementing these activities growth and understanding can be further
assessed.
Two commendations from Mrs. Mayberry were that fair and equitable feedback was provided.
Additionally, suggested activities to increase ELL engagements were welcomed and appreciated.
3. What one improvement (recommendation) needs to take place? Write as a SMART goal.
Throughout the next 5-week unit, all students will demonstrate proficient understanding of key
4. Action Steps: provide 3-5 activities that the teacher must accomplish to meet the SMART
goal.
(Activities) progress/completion?
science curriculum
Activity vocabulary
Research and September 13th, 2022 Alex LaForest and Identified Key
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second to research
Assess for September 30, 2022 Alex LaForest and Retooled Pre-test
interpret results
With the original Action Research Observation Cycle completing near the end of the school
the newly developed plan will be implemented in the 2022-2023 school year as Mrs. Mayberry is
looping with the same students. Therefore, the due dates are set ahead for September.
5. Post-Conference
The observer, Alex LaForest, will conduct the post-conference reflecting on the growth that the
students have made. This meeting will take place on Monday October 3rd, 2022, after school. The
meeting will take place inside Mrs. Mayberry’s classroom. The sequence of the meeting will be
discussing what went well and what might need improvements based upon feelings from how the
cycle has gone. Then the two of us will examine the data. Prior to meeting I will have made
annotations to the data signifying areas of growth and improvement. After examining the data,
we will revisit the notions of what went well, what needs improvement, and what we will
continue to do.
The continuation of this learning cycle seeks to align itself with National Standards for
professional development. By continuing to research and evaluate practice based upon the data
this observation cycle is aligned to the Research-Based standard from the National Staff
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how to provide the best education for ELL students and improve the general instruction this
study also aligns with the Content Standards of Equity and Quality Teaching from the National
Conclusion
Research has dictated the effective implementation of gamified learning activities yield a
significant increase in classroom engagement. However, these studies often fail to examine the
implications when ELL students are involved. The typical methodology for gamed based
learning is to find an online activity for students to interact with. This study lent itself to focusing
on gamified activities that require peer to peer discourse. By doing so English speakers and ELL
students were able to practice their vocabulary and language acquisition skills simultaneously.
Motivation was a key factor when it came to planning these activities. Students needed to be
challenged within their Zone of Proximal Development to learn. Through creating activities,
revising, and structuring groups students were able to work in heterogenous groupings to
improve both vocabulary skills but also classroom engagement. The data collected within the
study corroborates the research question, showing that by effectively implementing activities
students were able to positively increase their language acquisition. However, limitations in the
data and study regarding low attendance numbers may require future research to further propose
said ideas. Further research may want to seek out answering the question of how do physical
versus technological game based activates affect learning? What implications does student
implementation of gamified learning opportunities, teachers can design activities that challenge
students in ways to build their academic skills while bolstering their classroom engagement.
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References
Alavi, G., & Gilakjani, A. P. (2019). The Effectiveness of Games in Enhancing Vocabulary
Learning among Iranian Third Grade High School Students. Malaysian Journal of ELT
%2Fwww.proquest.com%2Fscholarly-journals%2Feffectiveness-games-enhancing-
vocabulary-learning%2Fdocview%2F2291989578%2Fse-2%3Faccountid%3D12085
Hirsh, S. (2007, April 1). NSDC standards and tools help strengthen professional development.
NSDC Standards and Tools Help Strengthen Professional Development - SEDL Letter,
Developing a Staff of Learners, Volume XIX, Number 1, April 2007. Retrieved June 30,
Tamtama, G. I. W., Suryanto, P., & Suyoto. (2020). Design of English Vocabulary Mobile Apps
Weissheimer, J., de Souza, J. G. M., Lobo Antunes, J. P., & de Souza Filho, N. S. (2019).
https://doi.org/10.15210/rle.v22i4.16453
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Appendix
Appendix A: https://drive.google.com/file/d/1J7oHx4zaDvN5-RFiTOg-yEElN7LJ6IiQ/view?
usp=sharing
Appendix B: https://drive.google.com/file/d/1gNyaOXc0AH4tM5W5-KLXewpS45poyluN/
view?usp=sharing