1 - Clean Version Book Chapter Yasmin 5.3
1 - Clean Version Book Chapter Yasmin 5.3
1 - Clean Version Book Chapter Yasmin 5.3
*1, 3
School of Educational Studies, Universiti Sains Malaysia, 11800 Universiti
Sains Malaysia, Penang
2
Faculty of Education, Universiti Kebangsaan Malaysia, 43000 UKM, Bangi,
Malaysia
3
Centre for Instructional Technology & Multimedia, Universiti Sains Malaysia,
11800 Universiti Sains Malaysia, Penang
ABSTRACT
One of the shifts that have been made in the Fourth Industrial Revolution (4th IR) is to implement
a more digitalised, automated advancement of artificial intelligence, or what is better known as
Education 4.0. Education 4.0 refers to the use of technology-enhanced tools for learning. This
implementation includes gamification of classroom learning in the context of the gamified
learning situation. In language learning, gamification has great potential to improve a student's
motivation and attitude towards the learning process. In general, writing skills are becoming one
of the most difficult productive skills to master. Despite the growing interest in implementing
gamified learning, little attention has been given to honing students' writing skills. In the current
study, an online game application, Kahoot, was used as the primary source of students' assessment
in an academic writing course, which was participated in by 33 ESL learners at a public university
in Malaysia. After four months, the analysis of pre-and post-tests scores was conducted from the
single-group experiment. It is also noted that after implementing games in the classroom, two
types of learning performance were discovered, namely the declined learning performance and the
improved learning performance. The researchers also discovered three intensities of learning
performance from the analysis, namely: slight improvement, moderate improvement, and high
improvement. Levels of declination are also discovered, either slight declination, moderate
declination, or high declination. Learners in this study have undergone both improvement and
declination in learning performance. The results implied the students’ unfamiliarity with games in
a classroom setting despite their highly acceptable scores at the beginning of the course. On the
other hand, the study results also reveal that students who obtained lower scores in the pre-test,
which is referred to as low achievers, showed various types of learning performance. It is also
noted that several students in the low achiever category scored better in the post-tests and showed
an improvement at the end of the course.
Corresponding Author’s Email: [email protected].
2 N. Y. K. Zakaria, S. N. A. Rabu, & A. Abdullah
INTRODUCTION
In the new era of technology, a shift in human-machine relationships has emerged and
started to impact the growth of economies, societies, and personal lives. One of the shifts
that have been made in the Fourth Industrial Revolution (4th IR) is to implement a more
digitalised, automated advancement of artificial intelligence, or what is better known as
Education 4.0. Education 4.0 refers to the use of technology-enhanced tools for learning.
As a result of this implementation, gamification can be used to help students learn in the
classroom.
In ESL learning, writing skills have become the most crucial skills to be acquired by
language learners. The ability to write efficiently reflects learners’ success in acquiring
productive skills. Previous studies have noted that language learners who can acquire
good productive skills such as speaking and writing are regarded as good language
learners (Coniam et al., 2017, Al-Naibi, Al-Jabri & Al-Kalbani, 2018). Successful
language learners possess a satisfactory level of language proficiency and can produce
decent output in the target language. These learners may have received the appropriate
amount of input from the target language, resulting in a satisfactory language production
level. In this context, "successful language learners" refers to learners who possess higher
proficiency in the target language. Acquisition of receptive and productive skills is
relatively equal (Chen & Zhang, 2017). In other words, these types of learners can
receive language input more effectively and can produce language output satisfyingly. It
is also noted that successful language learners possess a higher level of learning
motivation throughout the learning process. Students with strategic behaviour and
adequate knowledge of writing skills are predicted to produce better writing (Wijekumar
et al., 2019). Despite the success of language learning among successful language
learners, it is generally inevitable that productive skills are still the most difficult skills to
be acquired by language learners. The ability to master productive skills is highly
correlated to the amount of input received throughout the learning process. Language
learners' success in productive skills greatly depends on their receptive skills acquisition.
In other words, the success of productive skills mastery is parallel to the mastery of
language learners' receptive skills (Carolan & Kyppö, 2015). So, in order to learn
productive skills in a new language, language learners need to make sure they have
enough input to improve their receptive skills first.
Various factors have been noted to be the reasons that hinder students' ability to produce
a good piece of writing. This includes their anxiety towards the learning process and the
complexities of the writing process (Seow, 2002). Since the writing process requires
sufficient familiarity and practice, most language learners have endless problems
producing a good piece of writing. The writing process and the ability to write effectively
are highly correlated with the amount of input received by language learners along the
language process. It is also noted that the higher the amount of language inputs received,
the better the output produced by language learners.
3 Gamifying Learning for ESL Learners in Higher Institution
Language learners are constantly struggling with productive skills, especially writing
skills. Despite the numerous teaching approaches and methods that have been introduced,
their ability to write effectively is still unsatisfactory (Shams-Abadi & Ahmadi, 2015).
Difficulties in writing include planning, composing, and revising the materials. In higher
institutions, students constantly face difficulties in composing a piece of writing due to
inadequate content mastery, inability to retrieve appropriate resources for references, and
anxiety towards writing activities (Seow, 2002; Alzahrani, 2016). The factors mentioned
earlier generally have impacted language learners' writing skills and hindered their ability
to compose a piece of writing. Writing instructions in a language classroom are
conducted in a conventional manner whereby the pedagogical aspects of the instruction
are carried out formally. It is also asserted that learners' knowledge of writing skills
highly affects their production of writing, apart from their intrinsic motivation
(Wijekumar et al., 2019).
ANALYTICAL FRAMEWORK
Literature Review
According to the "flow theory" in gamification, the process of learning becomes more
intuitive and impulsive as the learners usually take charge of their learning (Brom et al.,
2014). It is also noted that learning in a gamified context becomes more automatised as
4 N. Y. K. Zakaria, S. N. A. Rabu, & A. Abdullah
the learners are in the state of feeling a seamless sequence of responses with machine
interactivity, perceiving intrinsic enjoyment, loss of self-consciousness, and sensing self-
reinforcement during network navigation (Lu, Zhou & Wang, 2009). In the context of
writing instructions, the learners must be highly autonomous without feeling anxious
about the complexities of the writing process. Learners' anxiety towards writing can
hinder their ability to perform well and eventually affect their motivation in learning.
Therefore, it is crucial for language learners to learn the language in the most comfortable
and least threatening manner (Paiz, 2014). In response to the current language learning
situation, particularly in mastering writing skills, this study aims to discover the ESL
learners' performance after implementing gamified learning instruction in a blended
learning environment.
skills, this study aims to discover the ESL learners' performance after implementing
gamified learning instruction in a blended learning environment.
METHOD
Students were instructed to access the developed quiz platform on their web browsers
using their mobile phones for each gamified learning session by entering a unique pin
generated by the system. After the students entered the game, they were required to wait
at the waiting screen (called the "lobby") while waiting for their colleagues to register on
the system. The instructor initiated the quiz after all the students were ready to start.
During the gameplay, the students key in their answers based on distinctive colours and
shapes, where each colour and shape represents their chosen answer. The students are
given 20 seconds to answer each question. At the end of each question, each student's
screen displays the number of points based on answer accuracy and response time. The
five highest points are displayed on the centralised screen of the instructor. The same
gameplay procedure is continued until the end of the online quiz. Scores are calculated
based on two criteria: correct answer and speed of answering. The default points for a
player are 1000 Kahoots, and then it is counted down to 500 (at zero seconds). For
example, if a question is 30 seconds long and a player answers correctly after 15 seconds,
the player will be awarded 750 Kahoots. Figure 2 below presents examples of questions
posed to the students.
Learning Environment
The current study was designed in a blended learning environment with a face-to-face
and online learning experience. In this study, the students were required to enrol in an
academic writing course mainly about learning research skills. As shown in Figure 3, a
website was also developed for an online learning experience, and the materials are
accessible at https://ggge3143.weebly.com/. At the end of the course, the students were
required to produce a 5000-word research proposal.
In this course, the students were exposed to the aspects of research skills and academic
writing particularly related to the learning of the basis of educational research, the
foundations of educational research procedures, literature review, sampling techniques,
survey method, instrument construction, case study method, experimental method, action
research method, statistics in research, descriptive statistics as well as topics related to
inferential statistics and hypothesis testing as shown in Table 1 below.
TOPIC SUMMARY
Introduction to Research Introducing the learners with the basis of a research
Foundations of Educational Learning about the steps and procedures to be taken before
Research Procedures conducting research
Literature Review Analysis of past studies and resources related to the conduct
of research
Sampling Techniques Learning about sampling procedures and steps and collecting
Survey Method data using different methods.
8 N. Y. K. Zakaria, S. N. A. Rabu, & A. Abdullah
Instrument Construction
Case Study Method
Experimental Method
Action Research Method
Statistics in Research
Descriptive Statistics
Learning of statistical analysis of data in educational research
Inferential Statistics and
Hypothesis Testing
This current study aims to discover learners' performance after the implementation of
gamified learning instruction in a blended learning environment. Analysis of the learners'
performance was analysed from the students’ initial and final scores on the gamified
learning application, Kahoot! From the Kahoot! scores collected, the researchers also
noted different categories of learners, namely the low achiever, the moderate achiever,
and the high achiever. This categorisation of students is conducted according to the initial
scores obtained in the pre-test analysis. Students who scored 0 to 3 are referred to as low
achievers, and those who obtained 4–6 scores are considered moderate achievers. On the
other hand, the higher achievers are those who obtained 7–10 scores in the pre-test. The
categorisation of students indicate the students’ competency levels before the
implementation of gamified learning instruction using Kahoot! application.
Categorisation of Learners
Generally, the categorisation of students was conducted according to their initial learning
scores in the pre-test. Categorisation of students was conducted to discover the level of
students’ competency before the implementation of gamified learning instruction. It is
crucial for the researchers to identify their level of competency, as this will reflect their
current level of learning performance. Based on their initial scores, students who
achieved 0-3 marks were considered low achievers, while students who scored 4-6 marks
were regarded as moderate achievers, and students who scored 7-10 marks were
9 Gamifying Learning for ESL Learners in Higher Institution
Frequency
Categories of Learners Percentage (%)
(N)
(based on the scores obtained in the pre-test)
Low Achiever
6 18.8%
(Scores between 0-3)
Moderate Achiever
10 31.31%
(Scores between 4-6)
High Achiever
17 51.51%
(Scores between 7-10)
Analysis of the pre-test results revealed that 18.8% of the students achieved 0-3 marks
(low achiever), 31.13% achieved 4-6 marks (moderate achiever), and the rest of the
students (51.51%) scored 7-10 marks (high achiever). Low achievers are referred to as
students who obtained lower scores on pre-tests. An overview of students’ overall
achievement is presented in Table 3 after implementing Kahoot as a learning tool for a
gamified learning experience. An increase in scores implies the students' familiarity and
acceptance of Kahoot as a learning tool after four months of Kahoot implementation.
Categories of students discovered in this study implied the changes in learning
performance throughout the learning.
Generally, these students are likely to be less motivated to learn and require more
time to adapt to a new situation. In a gamified learning context, this type of student may
require extra time to get familiar with gamification elements. Despite the fun and
entertaining effects of the games, learners with lower performance usually face more
difficulties in grasping a new concept in a newly introduced context (Zhao, 2013).
Moderate achievers are students with average achievement at the beginning of the course.
This type of learner is referred to as a student with a moderate level of learning
performance with high potential for learning improvement. Despite their average scores
in the pre-test, these students are highly motivated and have the potential to succeed in a
gamified context. Previous research has found that average students have higher
motivation and interest in learning due to their moderate achievement in the learning
assessment (Ahmadi & Reza, 2018). From the pre-test results, the students who obtained
high scores are regarded as high achievers.
Highly Improved
2 11%
(7-10 of scores increment)
Total 18 100%
Highly
Declined 4 26.70%
After the implementation of gamified learning instruction, it was noted that all categories
of learners showed different types of learning performance, regardless of their previous
competency and achievement in the pre-test. Henceforth, it could be asserted that the
previous competency does not reflect the students’ upcoming performance after the
implementation of gamified learning instruction. From the scores obtained, it could be
deduced that there are different types of learning performance from three different
categories of learners (low achievers, moderate achievers, and high achievers).
Henceforth, the researchers discovered six different contexts of the learning process that
occurred after the implementation of gamified learning instruction, namely low achiever
with improved learning performance, low achiever with declined learning performance,
moderate achiever with improved learning performance, moderate achiever with declined
learning performance, high achiever with improved learning performance, and high
achiever with declined learning performance.
CONCLUSION
One of the shifts that have been made in the Fourth Industrial Revolution (4th IR) is to
implement a more digitalised, automated, and advanced artificial intelligence, or better
known as Education 4.0. Education 4.0 refers to the use of technology-enhanced tools for
learning. This implementation includes gamification in classroom learning in the context
of the gamified learning situation. The fun and engaging features enable learners to be
fully equipped for the learning situation, apart from being highly motivated by the game's
elements. An online game platform, Kahoot, is one of the most popular and acceptable
tools for learning due to its usability and feasibility. This type of learning tool has
become highly accepted among students. Gamification features such as points, levels, and
rankings motivate learners to be fully engaged in the learning session. The main objective
of this study is to discover learners’ performance after the implementation of Kahoot as a
gamified learning tool. Analysis of the results obtained revealed three main categories of
learners, namely low achievers, moderate achievers, and high achievers. The
categorisation of learners was constructed according to the scores in the pre-test. It was
also noted that after implementing the gamification approach in the classroom, there were
two types of learning performance: declining learning performance and improved
learning performance. The researchers also discovered three primary levels of learning
performance from the analysis. Each student may have a slight, moderate, or high
improvement or decline after implementing gamified learning. Notably, students in the
higher achiever category do not necessarily obtain improved scores at the end of the
course. Despite their decent scores in the pre-test, some students in the high achiever
category also declined in the post-test. The results implied the students' unfamiliarity with
games in a classroom setting despite their highly acceptable scores at the beginning of the
course. On the other hand, the study results also revealed that students who obtained
lower scores in the pre-test, which are referred to as low achievers, also showed various
types of learning performances. It is also noted that several students in the low achiever
category scored better in the post-test and showed an improvement at the end of the
course.
ACKNOWLEDGEMENT
15 Gamifying Learning for ESL Learners in Higher Institution
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