In the last two decades, teaching software tools have been implemented in everyday practice, applied to improve learning in different subjects, including foreign languages. The use of a virtual space and the application of dedicated software packages have long been studied (Ghislandi 2014; Miller 2014; Hampel and Stickler 2015). Gamification, a term defining the use of principles of gaming in teaching, has emerged as a new trend. Although the use of games, especially, in foreign language teaching is not a novelty in itself, this new application through an online environment has shown new potentialities. Classcraft is a virtual space, inspired by the D&D role game, where students are led through a series of quests, set up by the teacher. Previous studies on Classcraft have considered different perspectives: its motivational push, (Haris and Sugito 2015), the students’ experience (Sanchez, Shawn, Jouneau-Sion 2016) and general performance and engagement (Papadakis and Stamatios 2017). Off the beaten path, implementing a virtual classroom promises to be an effective tool for English language acquisition. This paper intends to explore the potentialities of Classcraft in teaching English as a foreign language, in order to provide a first (provisional) assessment on its adequacy and feasibility in the English class according to EFL principles.

Overcoming the boundaries of the classroom walls through the use of online role-gaming: A theoretical approach to the use and implementation of Classcraft in English language teaching

Salvatore Ciancitto
2023-01-01

Abstract

In the last two decades, teaching software tools have been implemented in everyday practice, applied to improve learning in different subjects, including foreign languages. The use of a virtual space and the application of dedicated software packages have long been studied (Ghislandi 2014; Miller 2014; Hampel and Stickler 2015). Gamification, a term defining the use of principles of gaming in teaching, has emerged as a new trend. Although the use of games, especially, in foreign language teaching is not a novelty in itself, this new application through an online environment has shown new potentialities. Classcraft is a virtual space, inspired by the D&D role game, where students are led through a series of quests, set up by the teacher. Previous studies on Classcraft have considered different perspectives: its motivational push, (Haris and Sugito 2015), the students’ experience (Sanchez, Shawn, Jouneau-Sion 2016) and general performance and engagement (Papadakis and Stamatios 2017). Off the beaten path, implementing a virtual classroom promises to be an effective tool for English language acquisition. This paper intends to explore the potentialities of Classcraft in teaching English as a foreign language, in order to provide a first (provisional) assessment on its adequacy and feasibility in the English class according to EFL principles.
2023
978-88-6938-332-8
Applied Linguistics, gamification, task based approach, Classcraft, TEFL
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.11769/572750
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