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Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft

Szarmilaa Dewie Krishnan, Helmi Norman and Melor Md Yunus
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Szarmilaa Dewie Krishnan: Faculty of Education, Universiti Kebangsaan Malaysia, Bangi 43600, Malaysia
Helmi Norman: Faculty of Education, Universiti Kebangsaan Malaysia, Bangi 43600, Malaysia
Melor Md Yunus: Faculty of Education, Universiti Kebangsaan Malaysia, Bangi 43600, Malaysia

Sustainability, 2021, vol. 13, issue 19, 1-24

Abstract: Every English language teacher should be competent enough to serve as a model of reference for students. As stipulated by the Roadmap 2015–2025, Ministry of Education, Malaysia, teachers need a minimum CEFR Level C1 qualification to teach English language at all levels. This poses a need for teachers who have not achieved this minimum requirement to re-skill and upskill themselves to the minimum competency level. Past studies have indicated that online gamification techniques have increased teacher competency levels. However, there has been a lack of studies that have investigated teachers’ language-teaching/learning competencies using online gamified learning. As such, this study aims to address this problem using experiential learning techniques on an online gamified platform, Classcraft. The online gamified learning module was developed using the Design and Development Research (DDR) methodology, and was conducted in the five-phase ADDIE Model (analysis, design, development, implementation, and evaluation). This paper seeks to brief the reader on the design and development process of this online gamified learning using Classcraft. The findings of the design phase were derived through the Fuzzy Delphi technique to acquire the experts’ consensus on the content of the module, and the appropriate gamification elements which ought to be included in the development of the module. The findings of the development phase, as agreed by expert consensus, were used to develop the online gamified learning module. Thus, the findings portrayed the enhancement of the competencies of the English Language teachers who used this online gamified learning with the integration of Classcraft.

Keywords: online gamified learning; teachers’ competencies; Classcraft; technology enhanced-language learning; English language (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2021
References: View complete reference list from CitEc
Citations: View citations in EconPapers (2)

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