TEACHER’S APPLICATION OF GAMIFICATION IN TEACHING ENGLISH ONLINE IN MALAYSIAN SECONDARY SCHOOLS
Over the past few decades, digital games have been used in the teaching and learning environment. This use of game elements in non-game contexts is known as gamification. Gamification is a new tool that teachers can use in their lesson plans and some have been implementing in their lessons while others are hesitant. The purpose of this study is to identify Malaysian secondary school teachers’ perception on their implementation of gamification as well as to locate the challenges that they faced in order to come out with modification and suggestions for future. This study gathered quantitative data of multiple Malaysian teachers of various educational attainment and experience via questionnaire on how often the teachers conduct gamification during their online lesson. The study also aimed to identify the major challenge faced by the teachers during their implementation of gamification. The results indicated that participants held quite a positive attitude with regard to the implementation of gamification, and that they used Quizizz as their teaching tool most often during their online teaching. The participants also stated that the most challenging issue with implementing gamification was internet connectivity. Gamification is very well-liked by both teachers and students and can be incorporated more in the classroom. Students reported being engaged through gamification so educators can use it as one of many tools to increase student engagement if the students become bored by more standard lesson plans. Web-based gamification programs would need more caution and effort in their implementation due to internet connectivity issues being the most recurring issue educators faced.
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