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Exploring EFL instructors’ perceptions, conceptual awareness, and actual practices about gamification: an exploratory case study in a Turkish state university

  • Kübra Taşkara and Emrah Ekmekçi EMAIL logo
Published/Copyright: May 8, 2024

Abstract

This study explores Turkish Higher Education EFL instructors’ perceptions and awareness of ‘gamification’, along with their practices of integrating it into the classroom. Through in-depth interviews with 6 instructors, the research reveals accurate conceptual understanding and alignment between instructors’ knowledge and actual gamification practices. The findings highlight positive attitudes tow1ards gamification, supporting its application across education levels and language skills, despite potential time and curriculum constraints. The study suggests valuable insights for curriculum developers and educators regarding the applicability and effectiveness of gamification in L2 teaching.


Corresponding author: Emrah Ekmekçi, Ondokuz Mayıs University, Samsun, Türkiye, E-mail:

Appendix

Semi-structured Interview Questions

  1. What is gamification in language teaching? What does the word ‘gamification’ mean to you?

  2. In which skills and at which levels can gamification be used effectively in language teaching? Explain your reasons.

  3. What are the advantages and disadvantages of using and not using gamification?

  4. Do you utilize gamification in your lessons?

  5. Why do you use/not use gamification in your lessons?

  6. In which areas/skills do you use gamification in your lessons?

  7. Can you give an example of a lesson in which you used gamification?

For example,

  1. Which skill do you use in teaching?

  2. The tool, application, etc. you use. Why?

  3. Could you briefly describe your implementation?

  1. Any comments/things you would like to add:

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Received: 2023-09-23
Accepted: 2024-03-12
Published Online: 2024-05-08
Published in Print: 2024-05-27

© 2024 Walter de Gruyter GmbH, Berlin/Boston

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