Younger learners Younger Learners Presentation
The Design of an ER program applying gamification for Korean young learners
This study explores the design of a gamified extensive reading (ER) program to improve English reading accuracy and fluency in elementary learners within an English as a foreign language (EFL) context. Recognizing that traditional ER programs may not cater to the short attention spans of primary students, the researchers propose using gamification, a technique that integrates game elements into non-game contexts (Deterding et al., 2011), to create engaging and meaningful language learning experiences. The gamified ER program includes game mechanics such as challenges, levels, points, leaderboards, and missions to emphasize intrinsic motivation. The study demonstrates the program's effectiveness through student surveys and teacher observation journals, highlighting increased student immersion, reading accuracy, and fluency. The gamified ER design can be adapted for various age groups and reading levels and can be used in close reading classes. The researchers will also provide a checklist and resources for implementing the program.
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Jung-Hye Choi is an adjunct professor at Duksung Women's University in Seoul, South Korea. Her research area includes Gamification in Literacy Education, Language Learning eXperience (LLX) Design, Game-based Language Learning, Technology-assisted Language Learning and Teacher Education. She recently enjoys Edutech English contents development and AI-based language learning.
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Joohae Kim is a professor at The Cyber University of Korea. Her research interests include e-Learning, language testing, and AI-assisted language learning.
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Hyunkee Ahn is a professor at Department of English Language Education, Seoul National University, Republic of Korea. His research area includes Applied Phonetics, L2 Phonology & Speaking Assessment. He recently enjoys learning AI-based technologies like automatic speech recognition.