Using gamification in English language learning in the ESOL context of Bangladesh

bracu.degree.levelUndergraduate
bracu.type.groupStudent Works
datacite.rightsOpen Access
dc.contributor.advisorAhmed, Sabreena
dc.contributor.authorAhmed, Rafi
dc.contributor.departmentDepartment of English and Humanities
dc.date.accessioned2021-11-28T04:53:45Z
dc.date.available2021-11-28T04:53:45Z
dc.date.copyright2021
dc.date.issued2021
dc.descriptionCataloged from PDF version of thesis.
dc.descriptionIncludes bibliographical references (pages 74-82).
dc.descriptionThis thesis is submitted in partial fulfillment of the requirements for the degree of Bachelor of Arts in English, 2021.en_US
dc.description.abstractResearch suggests that in the case of language learning, developed countries are bringing technology-focused modern techniques. To date, there has been a limited study on bringing new and modern concepts on this aspect in an ESOL context like Bangladesh. Thus, the study aims to apply Gamification as a new concept in English language learning among students from Bangladesh. In addition, the current study explores how students of secondary level respond to Gamification, and what do they think about this technique and its problems. In order to collect data, I have adopted a qualitative multiple case study approach where six participants from higher secondary level of education were selected through purposive snowball technique. I taught the participants English vocabulary and grammar items through traditional lecture mode and Gamification such as Kahoot respectively, over two - days sessions. After the teaching sessions, participants’ semi-structured interviews were taken to find out their perception regarding both traditional and gamified way of learning English. Qualitative thematic analysis of the coded interviews revealed that the participants enjoyed the gamified way of learning vocabulary and grammar. They were highly motivated and encouraged towards learning. In addition, they felt that this new technique of learning was interesting, innovative, autonomous and different from the traditional mode of rote learning. The findings of the study will help English teachers to think of a new way of teaching English in a ESOL context such as Bangladesh. Moreover, it will encourage policy makers to add such techniques in mainstream classrooms.en_US
dc.description.degreeBachelor of Arts in English
dc.description.statementofresponsibilityRafi Ahmed
dc.format.extent126 pages
dc.identifier.otherID 17103002
dc.identifier.urihttp://hdl.handle.net/10361/15663
dc.language.isoenen_US
dc.publisherBRAC Universityen_US
dc.rightsBrac University theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission.
dc.subjectESOLen_US
dc.subjectEnglish language learningen_US
dc.subjectGamificationen_US
dc.subject.lcshEducation, Higher--Effect of technological innovations on
dc.subject.lcshEnglish language--Study and teaching--Foreign speakers
dc.titleUsing gamification in English language learning in the ESOL context of Bangladeshen_US
dc.typeThesisen_US

Files

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
17103002_ENH.pdf
Size:
1.68 MB
Format:
Adobe Portable Document Format
Description:

License bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
1.71 KB
Format:
Item-specific license agreed upon to submission
Description: