Open Conference Systems, Language and Language Teaching Conference 2023

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INCORPORATING GAMIFICATION ELEMENTS FROM CLASSCRAFT IN ENGLISH INSTRUCTION: A SCOPING REVIEW
Muhamad Laudy Armanda, Joko Priyana

Last modified: 2023-10-19

Abstract


Many college students nowadays belong to Generation Z, a demographic well-acquainted with the internet, mobile phones, and video games. Consequently, educators are increasingly tasked with creating a meaningful learning environment that enhances student motivation and learning outcomes. Recognizing this need, Classcraft has emerged as a solution, allowing educators to engage students through gamified learning experiences and immersive role-playing. This study aims to explore research findings related to the effectiveness of Classcraft, with its gamification elements, in the context of English instruction. This paper presents a scoping review of articles published between 2018 and 2023, which follows the five essential stages outlined by Arksey and O’Malley (2005). The primary discovery of this scoping review emphasizes the advantages of incorporating Classcraft in creating an immersive gamified learning environment for English instruction, which offers valuable insights for instructional designers in higher education settings.


Keywords


Classcraft; English instruction; gamification elements; scoping review