Professional Documents
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371852-Text de L'article-535770-1-10-20200713
371852-Text de L'article-535770-1-10-20200713
Received: 2019-3-8
Accepted: 2019-10-1
Escaping from the English classroom. Who will get out first?
Summary. The aim of this study is to present an innovative teaching proposal implemented in the English class-
room in a Translation Degree that can be replicated in other disciplines, and to analyse the potential for an activ-
ity like this one to have a very positive effect on the way students engage with and learn a second language. The
study was based on the hypothesis that the use of an escape room, chosen here from a range of possible gamified
activities, could enhance students’ motivation to learn a second language and serve as an enjoyable and coopera-
tive way to help them develop oral and writing skills. This paper opens with a review of relevant research in the
field of English language learning and analyses the potential benefits of introducing gamification techniques to
the classroom. The next section details the method used in the study, including information about the instrument,
the participants and the academic context. The activity implemented is also described. After that, the results of
the study are presented and illustrated with examples from the data. Finally, some implications of the study are
discussed.
Correspondence
Elena Alcalde
to refer to the use of game-based activities in the class- creases, leading to an optimal learning experience.
room to maintain the attention and increase the mo- Foncubierta y Rodríguez (2014) describe the inclusion
tivation of the students to achieve specific objectives of gamification in a second language learning environ-
and outcomes. Kapp (2012) defined the use of game- ment as a resource that contributes to the development
based mechanics as engaging and motivational, while of positive attitudes among students, reflected in im-
pointing out their potential to promote problem- provements in the following areas:
solving skills and learning. A number of scholars have • Cooperation
studied and attempted to define the term, but Kiryako- • Experiential learning
va et al. (2014: 1) summarized the concept as “an in- • Self-image and motivation
tegration of game elements and thinking in activities • Competitiveness as a motivation tool
that are not games”. These authors also listed six fea- • Autonomy
tures that play an important role in this methodology: • Error tolerance
(1) users, (2) challenges/tasks, (3) points, (4) levels, (5) Thanks to application designers and the software
badges and (6) ranking of users. Furthermore, Ružić industry, the number of tools to boost the motivation
and Dumančić (2014: 199) refer to another important and digital competence of second language learners
characteristic of gamification called “game founda- has mushroomed in recent years. Students have at their
tion”. They define it as the element that motivates the disposal what is “unquestionably one of the most in-
student “to get interested in the challenge defined by ventive, fast-moving, complex media enterprises cur-
the rules, interactivity and feedback which are shown rently in existence” (Thorne & Watters, 2013, p. 49),
as emotional reactions within the quantitative result”. and we as teachers should take advantage of the situ-
In light of the research described above, we can ation and deploy a range of technological resources in
conclude that gamification includes some features of the EFL classroom. There is a constant stream of new
play, but the two terms are not synonymous. While mobile-applications for second language learning.
playing refers to the broader concept of activities that Moreno, Leiva & Matas (2016) published a taxonomy
involve recreation, gamification entails, to a greater or of these apps, based on highly ludic approaches,
lesser extent, the inclusion of game-related activities gamified techniques and challenges and appealing
to achieve a given objective, generally speaking, to rewards. These features allow for the development of
learn. enriched, flexible, interactive, dynamic and attractive
learning environments. Furthermore, these didactic
electronic tools can be adapted to different levels of
Gamification and technology in the EFL classroom
learning and varied linguistic competences, and, what’s
Learning a second language has become one of the more, they can be used anywhere, anytime. These
most important requirements for today’s generations authors list apps like Duolingo, Wlingua, Busuu, Vo-
to get by in both social and work contexts. The devel- cabla, Lingualia, Funland, Bitstrips, among many oth-
opment of new methodologies to engage second lan- ers.
guage learners has attracted the attention of a number In order to meet the needs, demands, requirements
of scholars, and the inclusion of gamification is one of and challenges of our current education system, it is a
the most significant new approaches, due to the im- priority for teachers to include game-based activities
portance of new technologies to our digital native which foster the development of oral and written skills
students. in our 21st century students. However, we should always
The issue of gam-based language learning (GBLL) bear in mind the need to implement them as part of a
has attracted a great deal of scholarly interest in recent broader pedagogical approach, one that employs new
years, with researchers examining these techniques in methodologies to facilitate the tasks of all the partici-
contexts ranging from K-12 students to the university pants in the education process (Cebrián, 2011; Martínez
level (Kapp, 2012). Recent examples in the literature & Sánchez, 2011).
show that GBLL can enhance communicative skills and
student engagement (York & William, 2018). Haskell
Learning a foreign language in a Translation Degree.
(2013) described the experience of implementing quest-
What do students need to know?
based learning and game mechanics in a French uni-
versity class as motivating, meaningful and persistent. The use of translation in the general foreign language
The author highlighted that the improvement in the classroom has been traditionally limited to literary and
students’ had gone beyond that of the equivalent tra- scientific texts. The inclusion of translation in the
ditional course. language classroom is seen by a wide number of re-
The inclusion of games in the EFL classroom brings searchers as beneficial (González Daviès, 2004; Malm-
with it improved participation, cooperation, creativity kjaer, 2004). However, not much has been said about
and results. The immediate feedback that students the lack of specialisation of English classes in Transla-
obtain thanks to this resource has a direct effect on the tion Degrees. At this point, it is important to establish
learning outcomes and motivation. Students feel in- a distinction between what is called Translation for
centivized by meeting certain challenges and, as a Other Learning Contexts (TOLC) and “translation to
consequence, the level of interest in the activity in- acquire professional translator competence” (González
Daviès, 2004, 2018; Hubscher-Davidson & Borodo, experience of the escape room is ever increasing (Rizzo,
2012, p.163), which is the main issue in this paper. The 2018), since it has become a very popular free time
former refers to the acquisition of linguistic skills and activity.
intercultural competence, whereas the latter places Much like other learning games described by York
emphasises the acquisition of translation competences. and William (2018), escape rooms can be beneficial in
All in all, the main difference between these two con- the classroom in that they provide learners with shared-
cepts is their purpose. goal orientation. Instead of making players compete,
We believe that by introducing preliminary transla- escape room games reduce their cognitive load and
tion activities in an English classroom within a Trans- promote interaction in a social and collaborative learn-
lation Degree, and by focusing more on the acquisition ing environment. Moreover, playing these games is a
of professional translation competences than on gen- social experience which provides students with mean-
eral linguistic skills (as TOLC studies would do), we can ingful interaction in the foreign language, and this in-
help students become aware of the importance of using teraction can be nurtured by their classmates and profes-
the right terms and grammatical structures and thus sor.
of the difficulties tied to the translation process. More- Regarding motivation, the incorporation of games
over, as the authors concluded in a previous study into education is often considered more effective than
(Alcalde & Santamaría, 2018), the inclusion of this type traditional teaching methods in enhancing learning
of exercises in the second language classroom within motivation, active participation and concentration
a Translation Degree triggers students’ interest in the among students (Feng and Chen, 2013, p. 1045). In
profession. Going beyond the use of conventional order to better motivate our students, we must let
second language learning activities like reading, listen- them know that their opinions matter. Contemporary
ing and writing, (while not neglecting them com- students demand the opportunity to follow their in-
pletely) will thus result in more meaningful learning terests and passions, to create new things making use
experiences, influencing how students learn and, more of all the tools that surround them, to work as a team,
importantly, how teachers teach. to make decisions and share control, and to both
Students in a Translation and Modern Languages cooperate and compete (Prensky, 2005). Gamification
Degree need to learn everything from the basic to the is a way to cater to many of these wishes on the part
more complex grammar and vocabulary features of of students, but as pointed by Castellón & Jaramillo
the second language, in this case English, as they will (2012), in order for these techniques to be effective
be future language specialists and will translate texts the demands of the challenges presented to the stu-
from this language into their mother tongue. Their dents must be proportional to their competences to
future career demands they acquire a good command carry them out successfully. The more complicated
of the language in various registers and in all four the challenges are, the greater the likelihood that our
skills. Teachers’ performance, then, should cater to escape room, will be stressful and difficult to solve.
these needs and demands, bearing in mind the char- On the other hand, if the challenges are very easy,
acteristics of their digitally immersed students. There- students will be bored by them. The result of either
fore, students learning a second language in a Trans- overly complicated or excessively easy activities will
lation Degree should be motivated via inspirational, be a lack of motivation and consequently a loss of
meaningful, autonomous, appealing and cognitively interest. To avoid this situation, the design of the
demanding activities that allow them to escape the gamified activity should consist of three distinct steps:
boredom of traditional methodologies and awaken (1) the creation of the game, (2) the modification of
their interest in honing their main future tool of work: the game and (3) the analysis of the game (Salen &
the English language. The authors of this study were Zimmerman, 2004).
optimistic that the use of an escape room in the class-
room would be an effective way to achieve the ben-
Instrument
eficial results promised by this type of activity. In
order to demonstrate the effectiveness of this tool, we A questionnaire with open and closed questions was
herein present the results obtained via its implemen- adapted from a previous study on GBLL (York & Wil-
tation. liam, 2018) to evaluate the degree to which students
accepted this game. Questions included items related
to what skills they had used the most, if they thought
Method
the activity was an effective way to learn English and
their perception of the game. We were aware of the
Definition of escape room
limitations of the survey, but we considered it a valid
An escape room is a real-life team-based puzzle game instrument to test the hypothesis of our study and
where people are locked in a room and have to solve answer our research questions. The questionnaire was
puzzles together to get out (Chen, 2015). Some com- also validated by three experts from our university. It
mon elements of this game are that it is team-based, was distributed in printed form in class by the teachers
has a clear objective and is themed under a story. In to ensure the participation of all students that took
Spain, the number of companies offering the gaming part in the game (only two of them were missing on
the day the activity was conducted, so a total number could only speak in English or they would be giving
of 22 students participated). It was anonymous and a warning (pink card), and that the second warning
students were asked to give their consent to the use of (red card) would entail their disqualification from the
the results of the survey for research purposes. The game. They had to choose a leader who would interact
descriptive statistical data from the survey was also with the professor to submit the answers to the chal-
triangulated with qualitative information obtained lenges for correction and obtain instructions from the
from the open questions. professor. The seven challenges in the game are ex-
plained below.
This teaching proposal was part of the English 2 course Students opened an envelope with the three differ-
within the Degree in Translation and Modern Lan- ent parts of the first activity. This activity was adapted
guages of the University of Alcalá (Spain). This is a from the general textbook of the course (MacMillan,
compulsory course taught in the second semester of 2016). As they finished each part, they had it checked
the first academic year of the degree and, as indicated by the professor, and if everything was correct, they
in the syllabus, it is designed to give students grammar, would get one letter. They needed to have all three
oral and written skills to help them master their stud- parts correct in order to get the three letters of the code
ies in English. In addition, students are expected to for the next challenge.
achieve greater independence in their language learn-
ing with a view toward lifelong learning as English Part 1:
language specialists. At the end of the course, students Instructions: Rewrite the sentence so that it has a
must have reached a B2.2 level or higher, according to similar meaning and includes the word or phrase in
the Common European Framework (Syllabus of the brackets. (Letter for the code: A)
English II course, 2017).
From the way he acts, he thinks he’s the boss. (as if)
Possible answer: He acts as if he was the boss.
Description of the Activity
Possible answer: He acts as if he were the boss.
When designing the game described in this study, we
followed the seven design principles proposed by Liu We forgot the map - which was a mistake. (if only)
(2011), which Feng and Chen also applied in their Answer: If only we hadn’t forgotten the map.
game-based study (2013):
– Analyse the traits of the learners and understand I think you should go home now. (time)
their prior knowledge. Answer: It’s time you went home now.
– Establish clear teaching objectives and select appro-
priate gaming equipment. Part 2:
– Combine the teaching objectives with the game Instructions: Write the plural of these words. If there
content. is no plural, leave it blank. If there is only a plural form,
– Remember that teaching is the primary goal and write P. (Letter for the code: C)
that the game is a supplementary tool. Tomato: Tomatoes
– Take advantage of game characteristics to arouse Crisis: Crises
student interest. Deer -
– Enable students to enjoy themselves while they take Sheep -
control of learning. Clothes: P
– Periodically assess learning effectiveness and im- Kilo: Kilos
prove teaching.
This activity was carried out two weeks before the Part 3:
end of the semester, having been planned following a Instructions: Complete the sentence by putting the
review of contents taught in previous classes. Students verb in brackets into the singular or plural. Write both
were required to solve seven different challenges. Find- when possible. (Letter for the code: E)
ings suggest that providing clear objectives, chal-
lenges and continuous feedback throughout the game Billiards is (be) a popular game in many countries.
in an environment of friendly competition and coop- Each member of the team receives (receive) the same
eration among students contributes to achieving what payment for the match.
Huang and Yeh (2017) have called a “meaningful The news is (be) on Channel Five at half past nine.
gamification experience”. Before the game started, None of these restaurants is / are (be) any good, I’m
students were divided into five different teams (22 afraid.
students in total). Students were already familiar with There is (be) a new series of Madmen on Channel Six.
the concept of the escape room due to its popularity Economics is (be) boring.
in the country, but the professor explained all the dif-
ferent parts of the game. They were warned that they The code for the next challenge was ACE.
Challenge 2: Reading comprehension economics and politics, but the paragraphs chosen for
translation had been assessed by the professor so that
Once students had the code for this challenge, the
they would be of similar degrees of difficulty. Once
professor sent an email to the leader with an encrypt-
they had finished the translation and had it checked
ed .pdf document.
by the professor, they were given the code for the next
encrypted document.
Part 1: Create rule no. 5. and I’m trying God knows I’m trying
Part 2: Translate the following figures (you might And I’m trying to take you out of my mind
need to check Spanish linguistic such as Diccionario My head is spinning over you
Panhispánico de Dudas, Fundéu or Ortografía de la RAE). My head is spinning over you
And I’m trying, and trying and trying
Table 2. Translation activity and I’m trying God knows I’m trying
English Spanish And I’m trying to take you out of my mind
$3.39 billion 3,39 mil millones $
3,000 consumers 3 000 consumidores
8% less un 8 % menos
Results
tive answers that students gave to support their opin- line with what our expectations, stated above, about
ions were the following: the benefits that introducing games such as escape
rooms to the classroom could have for students’ learn-
Table 5. Qualitative answers about the effectiveness of the ing experience, since it is a way to enhance their com-
game for using English
municative skills as part of a team activity that makes
Qualitative answers them learn in an interactive and collaborative way.
Spanish was forbidden in class, so I could just communicate in English, it Finally, students were given a number of items to
was great for achieving fluency.
We could only speak in English and knowing that we could be answer on a Likert scale (Strongly agree, Agree, Neutral,
disqualified was an incentive.
I do not usually speak with my classmates in English and this time I had Disagree, Strongly Disagree) (Table 6).
to.
We had to speak in English constantly if not we were disqualified. As we can observe, the game’s level of difficulty
The fact that there were cards when we used Spanish was great to make us challenged students’ cognitive abilities in the class-
speak in English all the time.
room, since 45.4% of them neither agreed nor disagreed
with the first statement, but 4.5% agreed and 9%
As for the activities they enjoyed the most, the fol-
strongly agreed. The same applies to the statement
lowing graph shows that the songs and translation
about the vocabulary used in the activities of the escape
activities were the most popular among students:
room. This is in accordance with the description of an
ideal game offered above, as a classroom game should
Grammar be neither so difficult as to become stressful nor so easy
0%
that that students become bored. The majority of them
believed that the game had helped them acquire Eng-
Vocabulary
12%
lish skills and, more importantly, that they had learned
more thanks to this game they would have with tradi-
tional activities or previous methods. Regarding stu-
dents’ feelings in the classroom, again the majority
Songs
46%
reported having felt more relaxed speaking in English
with their classmates than they had during previous
Translation
42% classroom activities. All in all, the game provided a
cognitively demanding way of learning English, but in
an appealing, cooperative and fun way.
Discussion
Figure 3. Most popular activities
The purpose of this study was to present an innovative
teaching proposal for the English as a second language
The resources that they consulted during the game
classroom in a Translation Degree and to analyse the
to solve the different challenges were mostly online
positive effects this activity could have on the students’
dictionaries and databases.
learning experience. As shown in the results section,
On the other hand, students were given the follow-
the majority of students displayed positive attitudes
ing terms to choose from to describe the activity: en-
towards the use of the escape room as a gamification
joyable, learning, communication, authentic, relaxed,
experience in the classroom, and they reported having
make friends, purposeful, cooperation, novelty and
learnt more, and in a more effective way, than they
motivating. The following graph shows the frequency
would have with traditional methods. This experience
in which they were used:
has proved effective way at enhancing students’ inter-
est and motivation in the class and at activating a range
of additional language learning skills in an interactive,
cooperative context that facilitates the students’ learn-
ing process in a more enjoyable and meaningful way.
In future research, we believe that more emphasis
should be placed on gamifying grammar activities,
since this remains one of the aspects of language learn-
ing that students enjoy the least. Moreover, this
gamification technique can be applied to other classes,
such in the as specialized translation classroom, in
order to compare and contrast results and continue to
improve. Another possible modification of this escape
Figure 4. Most popular activities
room would be to adapt it to our digitally native stu-
dents and create an online escape room, an activity
As we can observe, the most popular terms were, that could then be carried out anywhere and at any
from most to least popular, enjoyable, learning, com- time, which would give immediate feedback to the
munication, cooperation and motivating. This is in participants. Furthermore, cooperation between stu-
dents would be enhanced, as they would work to- ning ‘Gamification. In Proceedings of the 15th Interna-
gether online, despite not sharing a common space as tional Academic MindTrek Conference: Envisioning Fu-
they did in this study. The potential variations of escape ture Media Environments, 9–15.
room would not only offer a more enriching learning Dicheva, D., Dichev, C., Agre, G., & Angelova, G.
experience in different formats, but would represent a (2015). Gamification in education: A systematic
different approach to the second language learning, mapping study. Educational Technology & Society,
a way to escape the traditional classroom and enter a 18(3), 75-88.
world of possibilities, motivation, cooperation, learn- Dignan, A. (2011). Game Frame: Using Games as a Stra-
ing and enjoyment. With these in mind, why wouldn’t tegy for Success. New York: Free Press, New York.
you want to escape? Dimitrios, N. K. & Niemann, S. (2017). Gamification
and Game-based learning. Journal of Educational Te-
chnology Systems, 45(4), 499-519. https://doi.
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