Testing the Improvement of Cultural Awareness and Expression Competence through Game-based Learning and Literature in EFL in Secondary Education

Evaluación de la mejora de la competencia en conciencia y expresión cultural mediante el aprendizaje basado en el juego y la literatura en ILE en educación secundaria

Authors

DOI:

https://doi.org/10.54104/papeles.v16n32.1971

Keywords:

Game-based learning (GBL), key competence, cultural awareness, and expression, English as a Foreign Language (EFL), literature, short detective stories

Abstract

Introduction: This study investigates the potential enhancement of the key competency of cultural awareness and expression in English as a Foreign Language (EFL) by applying an integrated game-based learning (GBL) methodology combined with literature. Methodology: Utilizing a qualitative approach, a didactic sequence was implemented in a 3rd ESO class comprising 30 students. Results and Discussion: The findings indicate that GBL and literature can effectively foster key competencies and foundational EFL skills in an engaging and motivational manner. Despite the limited timeframe, students demonstrated an increased understanding of British culture and the short detective story subgenre while naturally expanding their vocabulary and grammatical skills. Additionally, the heightened motivation observed among students highlights the importance of active learning. Conclusion: The practical implications of this research are inspiring, offering valuable insights for educators and policymakers and motivating further studies in this area.

Downloads

Download data is not yet available.

References

Bertinetti, P. (Ed.) (1995). Detective stories: Arthur Conan Doyle et al. Cideb Editrice.

Caleya Dalmau, M. F. de, Bobkina, J., & Sarto Martes, M.ª del P. (2012). The use of literature as an advanced technique for teaching English in the EFL/ESL classroom. Educación y Futuro: Revista de Investigación Aplicada y Experiencias Educativas, 27, 217-236. https://dialnet.unirioja.es/servlet/articulo?codigo=4060948

Chou, M. J. (2017). Board games play matters: A rethinking on children’s aesthetic experience and interpersonal understanding. Eurasia Journal of Mathematics, Science and Technology Education, 13(6), 2405-2421. https://doi.org/10.12973/eurasia.2017.01232a

Colby, R. S. (2017). Game-based pedagogy in the writing classroom. Computers and Composition, 43, 55-72. https://doi.org/10.1016/j.compcom.2016.11.002

Deardorff, D. K. (2006). Identification and assessment of intercultural competence as a student outcome of internationalization. Journal of Studies in International Education, 10(3), 241-266. https://doi.org/10.1177/1028315306287002

Decreto 107/2022, de 5 de agosto, del Consell, por el que se establece la ordenación y el currículo de la Educación Secundaria Obligatoria. https://noticias.juridicas.com/base_datos/CCAA/735994-d-107-2022-de-5-ago-ca-valencian-establece-la-ordenacion-y-el-curriculo-de.html

Doyle, A. (1982) Silver Blaze. In P. Bertinetti (Ed.), Detective stories: Arthur Conan Doyle et al. Cideb Editrice.

Eden, C. A., Chisom, O. N., & Adeniyi, I. S. (2024). Cultural competence in education: Strategies for fostering inclusivity and diversity awareness. International Journal of Applied Research in Social Sciences, 6(3), 383-392. https://doi.org/10.51594/ijarss.v6i3.895

Federación de Gremios de Editores de España. (2023). Informe sobre el sector editorial español: Año 2022. https://www.federacioneditores.org/img/documentos/Informe_sector_editorial_esp2022.pdf

Ford, B. A., Stuart, D. H., & Vakil, S. (2014). Culturally responsive teaching in the 21st century inclusive classroom. Journal of the International Association of Special Education, 15(2), 56-62.

García Vaquero, A. F., & Alcantud Díaz, M. (2023). Exploring Tolkien’s literary universe in the EFL classroom: Ap-proaching Literature through robotics-enhanced inquiry-based learning. Digital Education Review, 44, 1-12. https://doi.org/10.1344/der.2023.44.1-12

George, A. S., George, A. H., Baskar, T., & Shahul, A. (2023). Screens steal time: How excessive screen use impacts the lives of young people. Partners Universal Innovative Research Publication, 1(2), 157-177. https://doi.org/10.5281/zenodo.10250536

Getahun, E. (2022). Are attention spans decreasing? The Student Movement, 104(9). https://www.andrews.edu/life/student-movement/issues/2022-02-25/ideas-are-attention-spans-decreasing-.html

Ghazal, S., & Singh, S. (2016). Game-based language learning: Activities for ESL classes with limited access to technology. ELT Voices, 6(4), 1-8.

Gower, R. (1986). Can stylistic analysis help the EFL learner to read literature? Elt Journal, 40(2), 125-130. https://doi.org/10.1093/elt/40.2.125

Hilt, J. A. (2019). Dependencia del celular, hábitos y actitudes hacia la lectura y su relación con el rendimiento académico. Apuntes Universitarios, 9(3), 103-116. https://doi.org/10.17162/au.v9i3.384

Isaacs, S. (2015). The difference between gamification and game-based learning. Association for Supervision and Curriculum Development.

Jargon, J. (2022, April 2). TikTok brain explained: Why some kids seem hooked on social video feeds. WSJ. https://www.wsj.com/articles/tiktok-brain-explained-why-some-kids-seem-hooked-on-social-video-feeds-11648866192

Johnson, T. (n.d.). Gamification versus game-based learning. Laureate Network Office. HBO Toolkit.

Johnston, O., Wildy, H., & Shand, J. (2023). Teenagers learn through play too: Communicating high expectations through a playful learning approach. The Australian Educational Researcher, 50(3), 921-940. https://doi.org/10.1007/s13384-022-00534-3

Khatib, M., Rezaei, S., & Derakhshan, A. (2011). Literature in EFL/ESL classroom. English Language Teaching, 4(1), 201-208. https://files.eric.ed.gov/fulltext/EJ1080411.pdf

Kourova, A., & Modianos, D. (2013). Inter-cultural awareness and its role in enriching students’ communicative competence. The International HETL Review, 2013, 60-70. https://www.hetl.org/wp-content/uploads/2013/09/HETLReview2013SpecialIssueArticle6.pdf

Maroudi, K. M. (2022). Introducing young adult literature in the EFL [doctoral dissertation, Aristotle University of Thessaloniki]. https://ikee.lib.auth.gr/record/340756/files/GRI-2022-36049.pdf

Márquez-Gómez, A., & Alcantud-Díaz, M. (2019). Gamification or the ludic expectations of literacy. Filoteknos, 9. https://cejsh.icm.edu.pl/cejsh/element/bwmeta1.element.desklight-63a8c191-50f7-4c4f-969a-11a3aab5bad8

McKay, S. (2001). Literature as content for ESL/EFL. In M. Celce-Murcia (Ed.), Teaching english as a second or foreign language (3rd, pp. 319-332). Heinle & Heinle.

Mikasyte, V. (2018). Gamified EFL instructions: An overview of the most recent research trends. In Proceedings of the IVUS International Conference on Information Technology (vol. 712). https://ceur-ws.org/Vol-2145/p02.pdf

Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12. https://doi.org/10.1016/j.compedu.2008.06.004

Pinar-Pérez, J. M., Morales-Arsenal, R., Fernández-Moya, M., Cuadros-Solas, P., & Salvador, C. (2021, February). Mitigating deficiencies of generation Z through new educational methodologies in a business statistic course. In Proceedings INNODOCT/20. International Conference on Innovation, Documentation, and Education (pp. 81-88). Universitat Politècnica de València. https://doi.org/10.4995/INN2020.2020.11821

Recio, O. (2007). Jueducación en el aula: El valor didáctico de los juegos. https://proyectoscprgijon.es/gamificacion/wp-content/uploads/recursos/Oscar%20Recio%20-%20Los%20juegos%20en%20el%20aula.pdf

Reyes-Torres, A., Villacañas-de-Castro, L. S., & Pardo, B. S. (Eds.). (2014). Thinking through children’s literature in the classroom. Cambridge Scholars Publishing.

Soler Pardo, B., & Alcantud Díaz, M. (2020). A SWOT analysis of the communicative English language skills improvement programme: A tool for autonomous EFL learning. Complutense Journal of English Studies, 28(19), 109-120. https://dx.doi.org/10.5209/cjes.63845

Vromans, P., Korzilius, H., Bücker, J., & de Jong, E. (2023). Intercultural learning in the classroom: Facilitators and challenges of the learning process. International Journal of Intercultural Relations, 97, 101907. https://doi.org/10.1016/j.ijintrel.2023.101907

Vygotsky, L. (1966). Igra i ee rol v umstvennom razvitii rebenka, Voprosy psihologii. Problems of Psychology, 12(6), 62-76.

Xyst, K. (2016). Constructivism, dewey, and academic advising. NACADA Journal, 36(2), 11-19. https://doi.org/10.12930/NACADA-14-027

Downloads

Published

2024-12-21
Metrics
Views/Downloads
  • Abstract
    20
  • ´PDF
    10

How to Cite

Alcantud-Díaz, M., & Monello Álvarez , I. (2024). Testing the Improvement of Cultural Awareness and Expression Competence through Game-based Learning and Literature in EFL in Secondary Education: Evaluación de la mejora de la competencia en conciencia y expresión cultural mediante el aprendizaje basado en el juego y la literatura en ILE en educación secundaria. Papeles, 16(32). https://doi.org/10.54104/papeles.v16n32.1971

Metrics