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http://dx.doi.org/10.7583/JKGS.2016.16.3.7

Gamification in Smart Learning Design to Enhance Speaking Skills for EFL Young Learners  

Choi, Junghye Fran (The Richard W. Riley College of Education and Leadership, Reading and Literacy Leadehrship, Walden University)
Abstract
This research aims to suggest a gamified smart learning design for Korean EFL young learners' speaking proficiency. Gamification is the use of game-thinking and game mechanics in non-game contexts to engage users in solving problems. Thus, the gamified smart learning as gamification in education is designed not only to elicit students' participation but also to enhance speaking skills. Especially, this research based on the results of a pilot study is focused on easing the burden of homework as well as engaging the speaking English game for the primary students with a relatively short attention span. The game elements utilized in this study are competition, rewards, customized characterization and so on. Kakao Talk is selected for this gamified smart learning research because of its ease of accessibility, and multiple applicable functions for language learning such as voice recording, text messaging and sharing videos or photos. Gamification in smart learning can be a means of productive approach to contemporary EFL teaching and learning.
Keywords
Gamification; Gamification in education; Smart learning; EFL young learners; Speaking skills;
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