Litcius/Paper detail

Gamifying English Language Learning through Interactive Storytelling and MALL Technologies

Annalisa Raffone

2022Language Teaching Research20 citationsDOI

Abstract

In today’s society, marked by the spread of Covid-19 that forced the shift from a traditional face-to-face to a fully online setting, digital tools are becoming more and more essential to engage 21 st Century students in their classroom activities. In the context of ELT (English Language Teaching), Digital Game-Based Language Learning (DGBLL) has increasingly been shown to foster language development since its interactivity allows for the creation of a constructivist learning environment in which students do not experience feelings of stress and anxiety. This article aims to present the design, development, and testing of an original class-interactive storytelling game addressing EFL (English as a Foreign Language) Italian Secondary School students. Quantitative and qualitative data were collected and submitted to statistical and Computer-assisted content analyses to triangulate and enhance findings. The results showed that DGBLL had positive effects on students’ language development and the enhancement of 21 st Century Skills, including critical thinking, engagement, collaboration, and the reduction of the fear of failure.

Topics & Concepts

InteractivityPsychologyWillingness to communicateStorytellingMathematics educationContext (archaeology)Language acquisitionPedagogyMultimediaComputer scienceNarrativeLinguisticsSocial psychologyPaleontologyBiologyPhilosophyDigital Storytelling and EducationTechnology-Enhanced Education StudiesEducational Games and Gamification