TY - JOUR
T1 - Unlocking the Magic of Gamification for Preschool Language Learners
T2 - A Non-digital Approach to Boosting Reading Engagement at Home: 探究非數位遊戲對於提升幼兒居家閱讀之成效
AU - Murray, Alan K.
AU - Chen, I. Shan Jenny
AU - Liu, Yeu Ting
N1 - Publisher Copyright:
© The Author(s) under exclusive licence to National Taiwan Normal University 2024.
PY - 2024/6
Y1 - 2024/6
N2 - Gamification has proven to be an effective strategy for enhancing engagement and motivation in ESL/EFL settings. However, its potential in at-home language learning environments, especially for young preschoolers, remains uncertain. This study examines the application of non-digital gamification as an educational tool in a kindergarten EFL class to encourage at-home English reading practice. The research discovered that the gamified reading approach positively affected both oral reading fluency and young EFL learners’ attitudes toward reading. Additionally, the treatment resulted in increased voluntary exposure to the target language, demonstrated by the participants reporting 900 more instances of at-home reading practice compared to the control group. Notably, the study revealed a larger within-group variation in the treatment group, indicating that differentiated instruction and remedial support might be essential for gamification treatments, especially for those with low proficiency. The findings imply that gamification can serve as a valuable tool in decreasing young EFL learners’ negative feelings toward reading and speaking English, enhancing their motivation to engage in at-home reading practice and improving their reading skills.
AB - Gamification has proven to be an effective strategy for enhancing engagement and motivation in ESL/EFL settings. However, its potential in at-home language learning environments, especially for young preschoolers, remains uncertain. This study examines the application of non-digital gamification as an educational tool in a kindergarten EFL class to encourage at-home English reading practice. The research discovered that the gamified reading approach positively affected both oral reading fluency and young EFL learners’ attitudes toward reading. Additionally, the treatment resulted in increased voluntary exposure to the target language, demonstrated by the participants reporting 900 more instances of at-home reading practice compared to the control group. Notably, the study revealed a larger within-group variation in the treatment group, indicating that differentiated instruction and remedial support might be essential for gamification treatments, especially for those with low proficiency. The findings imply that gamification can serve as a valuable tool in decreasing young EFL learners’ negative feelings toward reading and speaking English, enhancing their motivation to engage in at-home reading practice and improving their reading skills.
KW - At-home reading
KW - Gamification
KW - Language learning
KW - Non-digital gamification
KW - Reading fluency
UR - http://www.scopus.com/inward/record.url?scp=85183433370&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85183433370&partnerID=8YFLogxK
U2 - 10.1007/s42321-024-00166-z
DO - 10.1007/s42321-024-00166-z
M3 - Article
AN - SCOPUS:85183433370
SN - 1023-7267
VL - 48
SP - 155
EP - 188
JO - English Teaching and Learning
JF - English Teaching and Learning
IS - 2
ER -