4.7 Review

Applying game-related methods in the writing classroom: A scoping review

Journal

EDUCATION AND INFORMATION TECHNOLOGIES
Volume -, Issue -, Pages -

Publisher

SPRINGER
DOI: 10.1007/s10639-023-11998-w

Keywords

Writing pedagogy; Gamification; Game-based learning; Literature review

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Given the importance of writing in academic and workplace settings, teachers are exploring ways to enhance students' writing skills. The use of games or elements of games has gained attention in language education studies. This study summarizes empirical evidence on using game-related approaches to teach writing, revealing the types of games used, the incorporation of game elements, and the modes of participation.
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical studies in the field, there has been no systematic investigation of what games, or their elements, have been applied in the writing classroom. The aim of this study was to summarize the empirical evidence on using game-related approaches, including game-based learning and gamification, to teach writing. Twenty-two studies were analyzed, revealing the following findings: (1) various types of games were used for writing instruction, including digital educational games, non-digital educational games, and digital non-educational games; (2) digital educational games were the most common game type reported in the literature, and such games were used to create authentic and interactive learning environments, provide writing practice opportunities, and evaluate students' writing skills; (3) various game elements, such as points, leaderboards, storylines, and role-playing, were incorporated to develop gamified activities; and (4) students participated in such gamified activities in online and hybrid modes. Taken as a whole, the findings show how games and their elements are used for teaching and learning writing. Suggestions and implications are provided for practitioners and researchers in the field.

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