THE IMPLEMENTATION OF GAMIFICATION IN TEACHING ENGLISH TO GRADE 11/12 LEARNERS OF ST. ROBERT’S INTERNATIONAL COLLEGE A Thesis Presented To The Faculty of the College of Graduate School NORTHWEST SAMAR STATE UNIVERSITY Calbayog City In Partial Fulfillment of the Requirements for the Degree Master of Arts in Education Major in English Language Education By HOPE JOY EUDELA, JENA BASCO July 2022 APPROVAL SHEET This Thesis entitled: THE IMPLEMENTATION OF GAMIFICATION IN TEACHING ENGLISH TO GRADE 11/12 LEARNERS OF ST. ROBERT’S INTERNATIONAL COLLEGE, presented and submitted by HOPE JOY EUDELA, JENA BASCO, in partial fulfillment of the requirements for the degree of MASTER OF ARTS IN EDUCATION Major in English has been examined and recommended for acceptance and approval for ORAL EXAMINATION. THESIS COMMITTEE JAMES RUIZ KIM, PHD Chairman AZUCENA FALALES, PhD Member ROBERT F. GALINDEZ Member LENNY ARANETA, EDD Adviser PANEL OF EXAMINERS JAMES RUIZ KIM, PHD Chairman AZUCENA FALALES, PhD Member ROBERT F. GALINDEZ Member LENNY ARANETA, EDD Adviser Accepted and approved in partial fulfillment of the requirements for the degree of MASTER OF ARTS IN EDUCATION Major in English language Education. Comprehensive Examination Passed on June 29, 2022. JAMES RUIZ KIM, PHD Executive Director TABLE OF CONTENTS Page Cover Page Title Page i Approval Sheet ii Acknowledgement iii Dedication vi Abstract vii Table of Contents ix List of Tables xii List of Figures xiv List of Appendices xv Chapter 1. The Problem and its Setting Introduction English proficiency is considered now a necessity. It is the language of the academe, the language of commerce, and the language of the global work environment. The Philippines is recognized globally as one of the English-speaking countries in the world with more than 14 million Filipinos speaking English, which has traditionally been one of the nation's official languages. Proficiency in the language is one of the country’s strengths that has helped drive the economy and educational system of the country. The use of the English language as a medium of instruction has helped the students to improve their English skills to communicate, understand academic writing, produce scholarly writing, and increase school completion and proficiency examination rates. Hernandez (2015) cited on the Board of Investments that Filipinos are highly educated, making them among the largest English speakers in the world. As stated by Racca and Lasaten (2016), educators agree that proficiency in the English language is the basis for success in academic pursuits. Reading, writing, and working with numbers are tasks that are based on language skills, which describes this as the interplay between everyday language skills and more advanced communication skills. However, concern on the narrowing competitive advantage of the country was raised despite that the country is doing fine in terms of English competency (Cabigon, 2015). Recent studies are showing that the Filipinos’ grasp of the English language requires an area of concern. In 2018, A Program for International Student Assessment (PISA) by the Organization for Economic Cooperation and Development (OECD) also revealed that the Philippines was the lowest in reading comprehension among 79 countries. Results showed that the Philippines only had an average reading score of 340 – 100 points short of the OECD average of 487. The results of PISA 2018 National Report of the Philippines revealed that Filipino students obtained an average score, and it was found out that one out of five Filipino students achieved at least the minimum proficiency level in overall reading literacy. It was implied in the results that students have poor vocabulary skills (PISA 2018, 2019). coined, reading difficulties are present in the world. The Philippines shared a significant rate of low performers among all PISA-participating countries and economies. That is, 80% of the Filipino students did not reach the minimum level of proficiency in reading. Their poor scores in English, Mathematics, and Science are attributed to the students’ lack of ability in basic reading and comprehension. Results of an online Standard English Test (SET) also revealed a declining trend in the English language skills of Filipinos (Education First, 2019). Philippine Institute for Development Studies (PIDS) consultant, Brillante (2020) also claimed that some students struggle to write in English. To improve the English literacy of the learners, there have been numerous of educational approaches are being developed to motivate students to participate actively in learning. One of the strategies used by the teachers is Gamification- the integration of game elements into conventional learning activities in order to increase the students’ engagement and motivation. Gamification of education is a strategy for increasing engagement by incorporating game elements into an educational environment (Dichev and Dicheva 2017). The goal is to generate levels of involvement equal to what games can usually produce (Fardo 2014). The main goals of gamification are to enhance certain abilities, introduce objectives that give learning a purpose, engage students, optimize learning, support behavior change, and socialize (Knutas et al. 2014; Krause et al. 2015; Dichev and Dicheva 2017; Borges et al. 2013). The gamification theory in education is that learners learn best when they are also having fun. Not only this – they also learn best when they have goals, targets and achievements to reach for, of course in a way the learner still perceives as fun. Furthermore, gamification in learning involves using game-based elements such as point scoring, peer competition, team work, score tables to drive engagement, help students assimilate new information and test their knowledge. It can apply to school-based subjects, but is also used widely in self-teaching apps and courses, showing that the effects of gamification do not stop when we are adults. This study aims to assess the proficiency levels of the learners through the implementation of gamification in teaching English classes. Theoretical Framework Gamification is defined as the application of game-design elements and game principles in non-game contexts. It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements. Gamification is a very effective strategy and approach to inspire students. Gamification techniques are likely to become more prevalent as the educational landscape becomes increasingly digital. Gamification in education, or gamification in learning, is sometimes described using other terms: gameful thinking, game principles for education, motivation design, engagement design, etc. It is predicated on the idea that the level of involvement that gamers feel with games may be transferred to an educational setting in order to facilitate learning and have an impact on student behavior. Gamification is designed to promote intrinsic motivation, or the desire to perform an action because you are interested in doing so. Learners who are motivated in this way will actually appreciate the subjects they are studying. Contrarily, extrinsic motivation refers to the desire to carry out a task as a result of rewards or pressure from outside sources, such as being ordered to do so. Although most students will have a healthy balance of both types of drive, it's crucial that students avoid favoring extrinsic incentive over intrinsic motivation. Gamification of education is a strategy for increasing engagement by incorporating game elements into an educational environment (Dichev and Dicheva 2017). The goal is to generate levels of involvement equal to what games can usually produce (Fardo 2014). The main goals of gamification are to enhance certain abilities, introduce objectives that give learning a purpose, engage students, optimize learning, support behavior change, and socialize (Knutas et al. 2014; Krause et al. 2015; Dichev and Dicheva 2017; Borges et al. 2013). Stimulated by the effects that game elements can produce, many researchers have looked into the influence of gamification in an educational context, getting favorable results, such as the increase of engagement, user retention, knowledge, and cooperation (Hakulinen and Auvinen 2014; Tvarozek and Brza 2014). Researchers have studied gamification, using the psychological foundation of SelfDetermination Theory, Flow-Theory and Self-Efficacy Theory (Cherry, 2017; Tandon, 2017). In combination, these three perspectives set the foundation for the possible benefits of gamification. Juho Hamari published studies which linked game designs and motivation by connecting learning theories and gamification design (Hamari, 2017). It is indicated that the most prominent feature of gamification is to enable abstract experiences to be transformed into concrete ones, which can build a bridge between theoretical learning and applications (Varışoğlu at al., 2013; Öztemiz & Önal, 2013). Likewise, Canbay (2012) stated that gamification offers students opportunities for cooperation, competition and active participation in the learning process. Based on the numerous theories and research, gamified instruction has been very effective in teaching and learning. In the context of English proficiency, game is one of the creative techniques to introduce new vocabulary in learning activities to the students (Al Masri & Al Najar, 2014) and often used in the English classes (Sevi-Biloon, 2017). Teachers should seek some creative strategies, such as vocabulary games to engage the learners in the English language (Derakhshan & Khatir, 2015). In teaching the English language especially vocabulary, it should cover the four basic skills such as “listening, speaking, reading, and writing” (Kusrini, 2012, p. 2). Researchers recommend teachers to integrate a game-based approach and other strategies for the vocabulary acquisition process. Additionally, it has been demonstrated that employing games, whether they use digital technology or not, is beneficial in teaching several facets of the English language. Taheri (2014) confirmed that language games are effective and suitable techniques in helping the students’ vocabulary retention to have a long-term memory in English vocabulary. Keshta and Al-Faleet (2013) and Njoroge, Ndung’u, and Gathigia (2013) studies which show that the puzzle can develop the vocabulary achievement and retention of students, and effective teaching strategy of vocabulary instruction compared to the traditional one. Furthermore, Shabaneh and Farrah (2019) study claimed that the efficiency of utilizing games can help the students retain unfamiliar vocabulary, associate new information with their surroundings, and help them develop their language and communicative skills. Conceptual Framework The figure below aims to provide an overview of the implementation of gamification and the variables involved to discover its effectiveness and impact on the learners’ academic performance in English class. Independent Variable Dependent Variable Students’ Personal Profile Age Sex Grade level English Teachers’ Gamification Performance Students’ Academic Profile English Grades Figure 1. Conceptual Framework Statement of the Problem This study aims to determine the extent of implementation of gamification in English classes of Grade 11/12 learners in St. Robert’s International College. Specifically, it seeks to answer the following questions: 1. What is the profile of the respondents? 2. Is there a significant difference in the English teachers’ performance when classified according to: 2.1. Students’ Personal Profile, 2.2. Students’ Academic Profile? 3. Is there a significant relationship between students’ grades and teachers’ gamification performance? 4. What is the predictor of English teachers’ gamification in respect to: 4.1. Students’ Personal Profile, 4.2. Students’ Academic Profile? Null Hypotheses 1. There is no significant difference in the English teachers’ performance when classified according to: 1.1. Students’ Personal Profile, 1.2. Students’ Academic Profile? 2. There is no significant relationship between students’ grades and teachers’ gamification performance. 3. None of the variables can predict the English teachers’ gamification performance. Significance of the Study Gamification aims to provide system solutions to both students and teachers in a gamified approach to teaching and learning. It also fosters an environment that allows students and teachers to employ creativity, wide-open opportunities for collaboration, and seek overall development. The positive acceptance of this study along with effective implementation, will lead to the benefit of the following: Learners. Gamification is not just a new discovery that embodies game mechanics but it is more of an innovation that offers a whole new experience for students. Including games in studies helps the students to have a better understanding of what they learn. Apart from that, game-centric learning also helps to sharpen their skills. When teachers introduce game-based lessons in classrooms, it contributes to the growth and development of students in a mature and healthy way. Students learn to make decisions, apply logic and utilize their survival skills, and to come up with innovative ideas. All these will contribute to the development of students as individuals besides academics. Gamified learning can help students solve problems by fostering skills like understanding causation, logic and decision making they can use in life outside of school. Teachers. Gamification can give aid to teachers for varied approaches in teaching processes and assessing students learning. It gives opportunities for professional growth and development for teachers to become more competent and efficient in delivering lessons catered to the different learning styles of students. The Education industry. This study will widen the perspective of the importance of the education sector. This leads the ministry of education to an open mind in terms of new innovations that can be helpful and transformational to the monotonous system that schools are applying at present. This study provided insight to the ministry of education to new approaches to meeting objectives and reaching goals in a more varied dynamic setting catering to diverse learners and teachers. Contribution to the field. This study will be helpful in creating change in science education. The outcome of this study will inspire future researchers to explore deeper guidelines for the effective implementation of gamification. And will inspire future innovators to create and discover unique and wide-ranging approaches and strategies to focus on the total development of learners and improve the entire education system as a whole. Scope and Limitations of the Study This study focuses on exploring the impact of gamification designs and structures to provide solutions for concerns in education. The system’s goal is to positively transform the current conventional education system into a structure that is motivating and active in nature where diversity and individual differences of students are highly prioritized. This study is limited to testing the effectiveness of gamification during a four-month period of implementation in the 1st Semester of School Year 2021-2022. The flow of gamification implementation, including its reward punishment system, and its basis of school curriculum is customized according to the nature of the research environment and to the standards the school is adapting. Lastly, the most evident limitation of gamification is embraced not the purpose of replacing a school’s existing curriculum but only as an added feature that supplements and incorporates game elements to the current practices of the school. Definition of Terms The following terms are defined operationally: Gamification. An educational approach that integrates game-like elements for non-game purpose to enhance engagement and motivation of the learners in teaching English classes. Quizizz. An online assessment tool that can be used as a learning activity that provides a fun method and allows learners to practise using smart phone technology. In this study, Quizizz will be employed to improve the learners’ English proficiency. St. Robert’s International College. Formerly St. Robert’s International Academy; This academic institution offers basic education from Kindergarten to Grade 12. Chapter 2. Related Literature and Studies Related Literature An educative breakout is a modified version of the popular immersive entertainment experience of escape rooms, aimed to be used in educational settings to teach content and other skills such as creative thinking, problem-solving, and collaboration (Parker & Hessling, 2019). Escape rooms are a type of “escape games” designed playfully through narrative-based challenges that offer an immersive experience to be usually carried out in groups in a cooperative manner (Grande-dePrado et al., 2021). Their design includes a game played by teams where they have to “escape” from a room by solving challenges —such as solving riddles and puzzles, finding hidden objects, finding out codes or passwords— within a time limit (Bartlett & Anderson, 2019; Wiemker et al., 2015). When escape rooms have a pedagogical purpose, they are related to gamification and GBL (Grande-de-Prado et al., 2021) because of the cognitive development entailed by skill-based learning while providing suspense and rewards (Healy, 2019). The main objective of this challenge-based approach is to create a creative and playful learning environment to help learners learn new subject matter and skills, as well as to reinforce and transfer the existing knowledge (Lathwesen & Belova, 2021; Manzano-León et al., 2021). The game concept should be adopted, adapted to the needs of the target group, and linked to the required content-related and process-related skills (Lathwesen & Belova, 2021). A breakout must meet a series of characteristics in terms of game type (physical, digital or mixed), location (classroom or lab), time limit (average of 30-60 min), and team size (5-10 members) to be considered as such (Fotaris & Mastoras, 2019). However, this can change when offered to students in an online or digital format, asking them to collaborate from home to solve a case related to a topic studied in class while relying on the internet connection to prevent face-toface communication (Vidergor, 2021). Research into utilizing these academic activities is still in its nascent stages (Bartlett & Anderson, 2019), reflecting the need for more easily adaptable escape rooms and more empirical evidence on their actual effects (Lathwesen & Belova, 2021). However, some studies have provided evidence that they are useful in enhancing student collaboration and communication skills, and in building specific content knowledge (Bartlett & Anderson, 2019). Gamification in the context of learning can be referred to as gamified learning (Armstrong and Landers 2017; Landers 2014). It is a design process of adding game elements in order to change existing learning processes (Landers et al. 2018). Although many studies that have examined gamification have lacked a theoretical foundation (Hamari et al. 2014; Seaborn and Fels 2015), some authors have attempted to explain the relationship between gamification and learning by providing frameworks such as the theory of gamified learning (Landers 2014). This theory defines four components: instructional content, behaviors and attitudes, game characteristics, and learning outcomes. The theory proposes that instructional content directly influences learning outcomes as well as learners’ behavior. Because gamification is usually not used to replace instruction, but rather to improve it, effective instructional content is a prerequisite for successful gamification (Landers 2014). The aim of gamification is to directly affect behaviors and attitudes relevant to learning. In turn, these behaviors and attitudes are hypothesized to affect the relationship between the instructional content and learning outcomes via either moderation or mediation, depending on the nature of the behaviors and attitudes targeted by gamification (Landers 2014). A series of characteristics or elements must be used for gamification in learning and education. Even though using these elements does not ensure more effective activities or better results (Mora et al., 2017), they are advised for a coherent design. Manzano-León et al. (2021) recommend to take into account some essential elements such as the pattern, the challenges, the physical or online elements used to solve tasks, for the clues, and the narrative. These authors describe the pattern as linear (an orderly sequence of challenges), open (the final task is solved with the combination of the solutions of challenges of all teams), or multilinear (those in which you can simultaneously develop two or more lines of clues/puzzles throughout the game). They refer to the challenges as the diverse tasks whose resolution leads to the exit or other challenges through the use of elements like padlocks, puzzles, hidden codes, encrypted messages, riddles, or hidden objects. According to them, clues are also an essential part that must be provided by the Game Master (GM), who must ensure the group does not become frustrated or stuck in a challenge. Finally, they define the narrative as a guiding thread by which all of the challenges are related. Educational escape rooms are not always designed with a narrative. However, this can contribute to making the game more immersive and, therefore, more motivating for the players. Despite the variety of possible challenges, Wiemker et al. (2015) identified three core components: a challenge, a solution, and a reward. Durin et al. (2019) listed 33 game elements and concluded that the most popular ones used from 2008 to 2018 were rewards, feedback, challenge, quest/mission/goal, level/stage, point/score, avatars/players, task, character, time limit, narrative/dialogue, leaderboards/dashboards, progress bars, and badges/achievements. The instructor usually plays the role of Game Designer (GD) and GM, structuring the learning environment and providing instructional scaffolding and instant feedback to the learners to facilitate their interaction not only with the challenges but also with each other (Giang et al., 2018). This follow-up is essential so that participants do not lose the flow in the activity and, therefore, they keep an intense concentration for achievement or winning (Vidergor, 2021). GD and GM must take this work into account as part of the challenges or constraints they might face when designing this type of activity. The lack of resources, the investment of time, the planning stage, the testing of the challenges, and the debriefing stage after the game need to be considered before starting the process (Botturi & Babazadeh, 2020; O’Brien & Pitera, 2019). Benefits of game-based approaches Even though a few disadvantages have been conferred upon these game-based approaches (like the breakout): excessive competitiveness, inadequate time management, unfocussed games —i.e., they are created because they are fun or trendy—, stress, frustration, and too high expectations on the instructor’s behalf —leading to disappointment when learning outcomes fall short— (Kapp et al., 2012; O’Brien & Pitera, 2019, Padilla et al., 2011; Pisabarro & Vivaracho, 2018), the benefits of these teaching methods surpass their drawbacks (Bartlett & Anderson, 2019; Connolly et al., 2012; Hunt-Gómez et al., 2020; Padilla et al., 2011), and that is why this study is based on this approach as the learning theory to be followed. Gamification, in general, in education has outstandingly increased in the last decade and, in an online setting, it has the potential to provide greater support for learning outside formal contexts, and for distance, lifelong, and distributed learning groups (De Freitas, 2006). Digital breakouts are characterized for being innovative, active, collaborative, and constructivist instructional approaches that can shape learning more powerfully than conventional teaching because they help learners understand the value of seeing problems from different perspectives (Fotaris & Mastoras, 2019). Motivation is one of the main reasons why this trend has been implemented in the classrooms (Pham et al., 2021) and, in the best-case scenario, motivation is intended to lead to engagement. At the university level, it has also been confirmed as a practical and motivating teaching-learning strategy to reinforce and evaluate the curricular contents (Manzano-León et al., 2021). While games may initially motivate students with extrinsic motivation, they can also promote intrinsic or self-generated rewards (O’Brien & Pitera, 2019), leading to an improvement in students’ engagement (Connolly et al., 2012; Manzano-León et al., 2021). Some consequences of these actions are noticed through more efficient knowledge transfer and their resulting generalisation (O’Brien & Pitera, 2019), more persistence on task (Fotaris & Mastoras, 2019), and an increase in attendance rates (Barata et al., 2013; Wichadee & Pattanapichet, 2018), students’ satisfaction (Friedrich et al., 2018), and self-confidence (Lathwesen & Belova, 2021). Other benefits are more related to the actions involved in the own games, like cooperation, teamwork, communication, social skills, creativity, critical thinking, meaningful learning, and learning outcomes. On the one hand, the first four have a direct and inherent connection to the breakout itself if it has been designed to be executed in groups. Games can often be a facilitator to social, communication, and peer activities (Kirriemuir & McFarlane, 2004), and collaboration allows small groups of students “opportunities to share perspectives, debate points of disagreement, question and understand each other’s points of view, problem-solve complex dilemmas, and reach agreements” (Mahoney & Harris-Reeves, 2019, p. 26). On the other hand, the remaining four benefits are more related to intellectual, cognitive, and psychological benefits since they promote logic, memory, concentration, attention, deductive and lateral thinking, metacognition, imagination, mental agility, conflict resolution, time control, and management of available resources (Jiménez et al., 2020; Nicholson, 2015; O’Brien & Pitera, 2019). Regarding the EFL class, the implementation of digital games has been positively accepted by students due to the benefits that they bring about (Waluyo & Bucol, 2021; Wichadee & Pattanapichet, 2018). The use of mobile computing devices in foreign language courses at the university level has shown positive results. Pham et al. (2021) designed a platform to study English where learners could play games, interact with their classmates, track their progress, and practice their skills and self-study at the same time. Results showed that using this type of learning through gamified activities improved both the students’ academic performance and their autonomy, besides their content-based knowledge and listening skills. Wichadee and Pattanapichet (2018) also reported positive results from a gamified experience in an EFL course in higher education. Participants who were exposed to this type of learning obtained higher scores in performance and motivation and showed more positive attitudes towards the application of digital games in English language classes. Also, Bradford et al. (2021) highlighted that the implementation of a breakout in the EFL classroom provided opportunities for cooperation and collaboration; however, how to balance its difficulty and how to encourage the use of the target language are some of the challenges underlying this implementation. Gamification elements Researchers are beginning to study how these individual elements contribute to student motivation (Hakulinen et al., 2015). For this research, the question of motivation is studied from the perspective of gamification, and its foundational elements. The importance of finding a variety of methods to motivate is in part due to the many distractions and lack of motivation faced in the classroom on a daily basis (Dichev & Dicheva, 2017). Gamification elements are varied, so there is a need for research to provide their individual effectiveness to motivate as well as the combinations of elements to motivate most effectively (Hamari, 2017; Sailer et al., 2017). Current research on gamification lacks the separation of elements to determine which are most effective (Faiella & Ricciardi, 2015). To illustrate the varied and different elements of gamification, literature reviews indicate there is no systematic, or regular categories for gamified elements (Cheong et al., 2014; Dicheva et al., 2015). Leaderboards, medals, points, and avatars are examples of a gamification environment. However, little research has been done specific to individual game elements (Hakulinen et al., 2015). To answer these questions each element should be studied individually and then collectively to discover the best methodology for their use (Sailer et al., 2017). Juho Hamari (2017) published a two-year study specifically on badges and their effect on user engagement. The results were mixed (Chia & Hung, 2017). Users were seen to engage more when in gamified environment using badges. However, combing other factors, badges were found to have no significance (Hamari, 2017). In another study on the use of badges, Lasse Hakulien, Tapio Auvinen, and Ari Korhonen (2015) found a statistical significance in the use of badges regarding the amount of time spent engaged on activities. These two studies illustrate the need for specific research. While both studied the effects of users, the participant groups varied. Hakulien, Auvinen, and Korhonen (2017) studied university students in a specific online course, and Hamari’s participants from the general population of users of an online platform. Furthermore, each element, as a result of careful research, must be systematically categorized for consistency of the discipline (Dicheva et al., 2015). An understanding of game elements, and their effects on learning and learners is needed, so practitioners can have valid information on the formation of effective lesson design (Morschheuser et al., 2017; Nacke & Deterding, 2017). At this point in gamification, elements of designs and mechanisms are known and discussed, but best practices in how to create lessons which motivate are not known (Morschheuser et al., 2017; Nacke & Deterding, 2017). There are a limited number of studies on specific game elements and designs, in specific contexts (Dicheva et al., 2015; Hamari, 2017). Motivation Gamification seeks to take elements from games, and implements them in non-game environment; in educational settings its focus is to motivate learning (Sailer et al., 2017). Sailer et al. (2017) used self-determination theory of motivation as a foundation for their study on how gamified environments can motivate learners. Self-determination theory differs from other theories of motivation because while most focus on motivation as steps, or amounts, Edward Deci argued motivation as types (Anthology, 2017). For Deci, the types of motivations are autonomous and controlled motivation (Anthology, 2017). Autonomous motivation is characterized by doing something because you enjoy it and gain pleasure and satisfaction from it (Anthology, 2017). At the earliest stages of human existence, pleasure, and enjoyment are foundational to intrinsic motivation (David A Cook, 2016). As a child grows and matures, they are presented with a series of extrinsic motivators, and situations of nonpleasurable activities they must participate. These non-pleasurable activities are necessary, but bring no intrinsic joy (David A Cook, 2016). To illustrate, consider students who must pass a class in a subject area they do not enjoy, but know passing is necessary to graduate and gain access to higher education. In contrast to enjoyment, when one does something because of the gain, or avoidance of something unwanted, Deci discussed this as controlled motivation (Anthology, 2017). The more one acts or engages in undesirable activities for extrinsic gains, motivation diminishes (David A Cook, 2016). Autonomous motivation creates individuals who feel better, work harder, and enjoy what they are doing more than those who experience controlled motivation (Anthology, 2017). Deci explained, to properly motivate, one needs to create an environment based on competence, autonomy, and relatedness across all social situations and disciplines (Anthology, 2017). If a teacher can create a classroom environment where students feel competent, autonomous, and connects students to each other; autonomous motivation can occur, and those students will achieve at a higher level than students who are not in this environment (Anthology, 2017). Competence is the ability of the learner to complete tasks (Sailer et al., 2017). Individuals are motivated when they can do something. Motivation is based on desirability or expectation. After time, the simple rewarding of activities is not enough to stay motivated (David A Cook, 2016). Autonomy, in self-determination theory, points to the individual’s ability to make choices in the context of solving problems (Sailer et al., 2017). This ability gives the freedom to choose options within given parameters allowing for the feeling of freedom and the ability to tap into one’s personal definitions of values and meaning (Sailer et al., 2017). The third foundational aspect of self-determination theory is the need for social relatedness (Sailer et al., 2017). Social relatedness is the ability of having a sense of belonging and connection, within the given environment (Sailer et al., 2017). In the context of selfdetermination theory; competence, autonomy and relatedness are areas which can be created and implemented into a learning environment (Sailer et al., 2017). Self-Determination theory argues, individuals grow and develop according to their psychological need (Kim, Song, Lockee, & Burton, 2018). Psychological needs are those foundations human beings need to be happy, productive, and absent of negative consequences (Anthology, 2017). Self-determination theory argues, autonomy, relatedness, and competence are universal human, psychological needs (Anthology, 2017). Giving students the opportunity to make choices which determine their learning creates a learning environment where students feel more in control of how they learn, which in turn motivates students (Kim et al., 2018). In an environment where students are making choices, they are additionally able to decide what they are capable of accomplishing. Choice gives students the sense of control, creating a feeling of autonomy which in turn increases intrinsic motivation (Jeno, Grytnes, & Vandvik, 2017). Satisfying the basic psychological needs of selfdetermination creates motivation in students to learn (Jeno et al., 2017). In this context, students are in charge of determining their ability to complete tasks (Kim et al., 2018). Finally, the creation of a learning environment where students must work together to accomplish a task, creates group dynamics, which connects students (Kim et al., 2018). Working on a project or solving a problem as a team requires students to connect socially and intellectually. Quests and leaderboards are examples of social connection (Jantke, Baumbach, & Friedemann, 2015). In quests, students must work together to solve problems to earn points or other recognition. Leaderboards give information about where individuals are in relationship to completing tasks. This social competition connects students to a common goal (Jantke et al., 2015). Leaderboards allows students to view their progress, in relationship to their peers (Chia & Hung, 2017). According to self-determination theory, students who are given choices, the ability to determine their learning, and create connections will be motivated. In a gamified learning environment, students will be continually given opportunities to show their competence through constant feedback. Platforms such as Kahoot, Socrative, Quizizz, and Mindcraft: Education Edition give students opportunity to practice and show their competence (Lynch, 2017). Using these applications, students are given immediate feedback on both correct and incorrect responses (Lynch, 2017). This feedback allows students to show their competence and function autonomously while they learn. Learners with high levels of believing in what they are capable of tend to participate more in areas which will help them build their abilities so they will acquire necessary skills (Schunk & DiBenedetto, 2016). Badges and stars are not themselves important; however when students truly desire a badge, star, or avatar and internalize their desire, working for it becomes integrated motivation (Anthology, 2017). Moreover, in a learning environment where students have some level of control over how they accrue points in pursuit of an outcome, choosing will be a motivating factor. In a gaming environment, the pursuit of external motivators becomes paramount in the mind of the player. Players will spend hours to gain a medal, badge, or the ability to modify the game environment (McGrath, 2017). The promoters of gamifying learning suggest, if this same environment can be replicated in the classroom, students will internalize the objectives and in turn better learn the material required of them (McGrath, 2017). The idea of gamifying learning is for learning to have the elements of fun and enjoyment, while learning. At the foundation, self-determination theory competence, autonomy, and relatedness, are the factors which produce motivation in students (Sun et al., 2017). Students are motivated by accomplishing tasks they feel competent doing (Anthology, 2017). In traditional learning, the teacher is the holder of knowledge, and students gain knowledge based on how and when the teacher presents it. Moreover, in traditional learning, students’ complete assignments and take exams when they are told and have no say in when those assignments are due, or what assignments they need to complete. Not having a stake or active input in how students show mastery is demotivating according to motivational principles in selfdetermination theory (Jeno et al., 2017). Finally, traditional learning requires students to sit in rows, facing the same way, completing work independent of their peers. In this configuration, students do not interact with one another and interact with the teacher only when called upon (Holland, 2014; McKiben, 2016). Gamifying the learning experience implements the three foundational elements of selfdetermination theory, giving the learner a sense of competence, autonomy, and relatedness (Hamari et al., 2016). To socialize learning, the use of leaderboards, gives students the opportunities to compete, showing progress as they complete tasks. This social interaction of competition creates connections with other students. Additionally, working on projects together to solve problems, builds connections and connectedness. Learning enjoyment While many parents and educators find cell phones and game consoles a distraction to students, they may also have the answer to the question of motivating students and encouraging them to enjoy learning (Dichev et al., 2015). Enjoyment does not mean entertaining, but in the context of gamification, enjoyment denotes a created environment (Hamari et al., 2016). This environment has motivational elements which make the taking on of tasks meaningful, because challenges are a natural human desire (Hamari et al., 2016). Games provide an environment where players are given constant feedback, along with short term and long-term goals and objectives in the process of completing a given set of circumstances. Gamification is the inclusion of game-like experiences into the learning process (Dichev et al., 2015). In the game world, the player is participating purely for the enjoyment of playing and not to learn. Flow theory argues enjoyment is a component to staying engaged (Duncan & West, 2018). In this context, when discussing fun and enjoyment, it is not a reference to entertainment. It is, however, a reference to a state of mind in which the learner is motivated because the learning experience is enjoyable (Hamari et al., 2016). In creating a gamified environment, designers attempt to create the feeling of a game, by using similar game dynamics and mechanisms (Dichev et al., 2015). By using game mechanisms such as the accumulation of points, customization, and position on a leaderboard, educational game designs create a gamelike situation where students can level up and compete with their peers (Dichev et al., 2015). Game-like environment. Gamification is much more than keeping track of student progress. Gamification attempts to create a learning environment, where the entire process of learning is game-like (Hasan, 2018). This game-like environment influences all aspects of the learning experience. To create a feeling of autonomy, all aspects of the classroom need to be gamified, giving students choices, and opportunities. In a true sense, gamification is the ultimate differentiation of student learning (Wiggins, 2016). Leveling up, unlimited restarts, and unlimited lives in the classroom affect the accumulation of points, attendance, final grades, pacing, and the relationship between students (Chia & Hung, 2017). Furthermore, with gamification being a buzz word, there is created a sense of one size fitting all (Hakulinen et al., 2015). However, in a gamified environment, each student has the opportunity to progress at their own pace to reach the final objective (Wiggins, 2016). This individual progress is predicated by gender, personality, and ability (Chia & Hung, 2017). Moreover, gamification is not just labeling classroom elements differently (Chia & Hung, 2017). It is a redesigning of the look and feel of learning (Hasan, 2018). For gamification to be effective and meaningful, there must be a consensus based on research, which directs educators towards best practices and implementation strategies (Hakulinen et al., 2015). Learning environment of gamification. The process of gamifying learning is the incentivizing and making it personal and meaningful (McGrath, 2017). Jason Goldsmith in his presentation to the Gen Con Trade Day, spoke about wanting to create a system where students in his English course feel they are earning and receiving points, as opposed to losing points for incorrect responses (McGarth, 2017). This describes a gamified learning environment where students are earning points and earning grades, in combination with having choices in the ways they earn points towards their final grade. Students are able to choose how to fulfill the course requirements by choosing the type of assignments to show mastery (McGarth, 2017). It is the creation of a learning environment with a set of rules, and a system for guiding students in the process (Sailer et al., 2017). In a gamified learning environment, students are given rules to follow, by which they receive rewards and recognition. Those rewards and recognition scaffold student learning, giving them bits and pieces of information to fill in the learning experience (Dichev et al., 2015). The reason for this incorporation is to answer the question about motivating students to learn and give a sense of joy in learning (Dichev et al., 2015). The big picture of learning in a classroom setting, is to learn a given set of standards. Pulling game elements into the classroom means, learning the big picture standards, by way of learning a series of small, scaffolded objectives, which build upon each other (Dichev et al., 2015). It is unnecessary to have a game to be gamified, but to teach in a game-like environment (Hasan, 2018). Gamification claims to have the ability of modifying the learning environment by implementing game dynamics and mechanisms into learning (Dichev et al., 2015). There are a variety of platforms which teachers can access to give students the opportunities to see their achievements on leaderboards, collect medals, and connect with their peers (Lynch, 2017). These platforms are web based and can be accessed by any device connected to the internet. Teachers can use these tools for taking notes, giving quizzes, tests, and making presentations. These applications are tools, they are not themselves games or the definition of a gamified classroom. Gamification tools collect data, give feedback, and award points and medals according to what instructors create. Incorporating these game dynamics and mechanics, creates a learning environment where students are active, autonomous participants in their learning (Boyun, 2015). While gamification is a new concept in learning, many of the elements are not entirely new (Dichev et al., 2015). Both gamification and traditional learning provide the opportunity to earn points and badges. Traditional learning has actual points; grades from tests, quizzes, and assignments. Leveling up occurs when students move on to the next level of learning from grade to grade, with the ultimate medal a diploma or degree. The problem in a traditional learning environment, is it takes long periods of time to feel the gratification of receiving points or medals. Feedback is an important pedagogical strategy; however in a traditional learning environment, feedback is not immediate (Dichev et al., 2015). In a gamified learning environment, students do not have wait to receive points, but can be awarded them as soon as they are earned. Moreover, retesting is a learning strategy. However, in a gamified learning environment if a student fails, they can immediately put into practice what they have learned and attempt the activity again without waiting. Leveling up is not something that only happens over the course of a year or four years, but in smaller objectives along the way (Dichev et al., 2015). These elements give students control and autonomy in their learning, along with real-time information about their progress. In the 21st century, students at all levels are familiar with this environment, and when done properly, the learning environment can have these same elements, eliciting the same sense of accomplishment and joy (Dichev et al., 2015). As gamification evolves from concept to application, each of these game elements discussed must be researched individually, to discover which element is successful in which situation (Dichev & Dicheva, 2017). There is a need to be more specific, so practitioners can apply research-based strategies with applicable pedagogy (Dichev & Dicheva, 2017). Furthermore, research is needed to look into the differences in gamification and different demographic groups (Dichev & Dicheva, 2017). “Broadly, studies comparing gamification to no gamification without carefully isolating elements or meaningful element clusters are of limited theoretical value and should not be conducted” (Landers, Auer, Collmus, & Armstrong, 2018, p. 16). Effectiveness of Gamification A systematic literature review had been conducted by Calderón and Ruiz (2015) who found that 53 educational games research literature had adopted different methods to assess the effectiveness of diverse educational games in the period between November 2013 and April 2015, compared to 18 and 20 games used in health and wellness, and the professional learning and training domain, respectively. They also reported that 60% of these 53 studies examined the effectiveness of using educational games in higher education setting, compared to only 40% in primary or secondary school settings, indicating that teachers in higher education are more likely to combine educational games with traditional teaching methods into students’ learning experiences—a sign of creativity of embracing the new strategy to enrich students’ learning experience. Gamification has become popular in education in recent years. Its advantages include, but not limited to, giving students the opportunity to experience learning in a multi-sensory, active and experimental environment. Specifically, learners can use these educational games for experimental learning to develop their decision-making and problem-solving skills in a dynamic learning environment. In addition, students can receive feedback/results immediately to get answers, instead of receiving delayed feedback from traditional assessment methods (e.g., tests and examinations). Moreover, some educational gamification may help to reduce limitations, including time and place, as portable devices can enable students to study and/or learn anytime and anywhere. These user-friendly tools can make difficult subjects easier to understand and memorize. In other words, with the use of educational games, the learning process is considered to be more interesting, motivating achieving knowledge retention, increasing attention, and can even enhance peer communication and social skills. Although extensive research supports the use of educational games to help improve students’ learning experience, it has been found that young students are more likely to be inattentive, and the use of educational games, among the many other solutions, to alleviate the issue may become helpful. Research shows that students’ attitudes toward learning, class attendance and mood were more positive when compared to primarily using traditional methods of teaching and learning. It is believed that in the learning process, when students have the opportunity to participate in decision-making, they are more likely to enjoy learning because they regard “learning” as “playing” (Zapalska et al., 2012). Even though as children grow older, their attention and concentration may correspondingly increase, it is important to ensure that students’ learning motivation can remain at a high level. In other words, by using educational games during lectures or teaching, students will be required to focus on the teaching content in order to successfully complete the tasks in the game, whilst their learning motivation may remain high due to the inclusion of game elements in the learning process. However, the advantages of using gamification in education does not necessarily mean it would receive overwhelming advocacy, as it had produced some mixed results. Hanus and Fox (2015) even documented that their participants did not find educational games motivating or interesting, elucidating that since individuals normally play games for entertainment purposes, the deployment of gamification in educational environments/settings may not produce the same motivational effect. If individuals have the option of either playing educational or casual games, they are more likely to choose the latter, because they may perceive educational games to be dreary. Furthermore, participating in educational games may even have detrimental effects. According to Dominguez et al. (2013), the utilization of education games was associated with a decline in academic performance. While the fun side of gamification has counterbalancing effect to learning motivation is not yet known, an educational game is fun and/or motivating, and ultimately effective for learning, will highly depend on learners’ personal differences and learning preferences. Synthesis: Gamification has become an increasingly interesting and researched discipline in education and learning. Technology has aided in the growth and development of platforms, however there is much more involved. Educators must consider the psychology of motivation in combination with game designs and elements to truly achieve the potential of gamification. Moreover, the research methods in gamification must begin to focus on specific elements and best research methods to more clearly come to consensus of best practices in research application. While gamification is not in and of itself a game, it is attempting to bring to the classroom, the feel of games, and as such, it is important for researchers to understand what games are from a design perspective. Additionally, for gamification to be relevant, it must look at specific game elements in comparison with specific demographic groups, so there are more clear methods for educators to implement gamification with effectiveness. Finally, educators must understand the implementations of gamification is a complete pedagogical process. This process changes educators’ current understanding of the creating a learning environment, giving up more control and allowing for more student autonomy in how information is accessed, and how mastery is shown. This literature review illustrates the need for more research and understanding in implementing gamification. Related Studies Variable 1: Gamification in EFL classroom to support teaching and learning in 21st century In the 21st century, the use of games becomes a trend within adults and youngsters, and has recently obtained a massive notice of academics, educators, and practitioners. Gamification is a term used in learning with games that can be used to improve English since it reflects an innovative and captivating learning activity. Several studies on gamification show that it can make students feel more excited and motivated during their effort to elevate their English language skills. In this research, one medium of gamification called Duolingo was explored in grammar learning activities for the second-year students in the subject of “Grammar for Written Discourse”. They used Duolingo from their smartphones to support their grammar learning. This research employed an action research design in which observations, questionnaires, and documentation were used to collect the data. By the end of the result, it can be concluded that Duolingo is a medium that can be effectively used to implement gamification in language learning. It is also confirmed that students gave positive attitudes and results in the implementation of Duolingo in grammar lesson. The results of the research can be used as a reference in facilitating the students with innovative and captivating English learning to support teaching and learning in the 21st century. An action research design (Stringer, 2010) was adopted to investigate how the gamification of Duolingo could help students achieve the goals of grammar learning process. The type of action research cycle applied in this educational research followed the theory of Coghlan & Brannick (2014) in which each cycle has four steps: diagnosing, planning, action, and evaluation. The action research design consisted of quantitative (survey) and qualitative research methods (observations, questionnaires and documentations) to collect and analyze data from 15 second semester students in EFL classroom, specifically in the subject of “Grammar for Written Discourse”. They were all female students from a university in Bogor – West Java who have grammatical skills ranging from low, medium to high. This study was conducted in 2 cycles and each cycle consisted of 2 days, so that the length of time of data collection was 4 days. Every day from 8 to 11 July 2020 they worked on Duolingo’s exercises at home using their own smartphones based on some criteria (reason, goal, and topic) that were determined by the researchers. During this activity, the researchers opened discussion or question-answer session with the students, and asked them to provide information about what they had discovered and experienced while using Duolingo. After both cycles ended, they were asked to respond to the implementation of duolingo in the grammar class as part of EFL classroom. Because of the Covid-19, schools, universities and many other learning institutions have been temporarily closed, and it much influenced to the changes of the data collection method and the number of participants. At the beginning, this research was planned to involve 40 students from two grammar classrooms, and the researchers were going to collect the data directly to the students in class. Finally, instead of the direct (offline) data collection, this research applied the online data collection in two conditions. First, the students must have smartphones in a good condition with a large capacity internal memory. Second, their smartphones must always be supported by an internet quota and a good internet connection. Without the two conditions, the online data collection will be difficult to do. Therefore, the number of students who could meet the conditions and participate in this research was reduced to 15 students. They were asked to join in a WhatsApp group created by the researchers. WhatsApp group is the most appropriate way to conduct the online data collection in which the researcher can communicate with the students more easily. The instruments used in the online data collection were still the same as the offline one: observations, questionnaires and documentations, but of course they experienced changes or adjustments. Observation was conducted online through the Whatsapp group, and it was done during the online learning process to know the implementation of Duolingo. The researcher made notes of behavior of the participants of the research and situations happened during the learning process. Questionnaire was also conducted online using Google form, and it was administered to collect some information related to the responses of the respondents about Duolingo related to the English grammar learning process. The form of the questionnaires was open-ended questionnaires from which the respondents had some rooms to express their knowledge and understanding about Duolingo used in the classroom. Documentations through screenshots from students’ smartphones were taken during the online learning process to support the observation. Afterwards, the data gathered from the questionnaire was summarized, computerized and analyzed to get information about the opinions of the respondents about the implementation of Duolingo in EFL classroom especially in grammar subject. Then, the results werematched with the data gathered during observation which was also supported by the documentation. By doing so, the questionnaire and observation data from which the gaps between responses and practices would be found out. Duolingo Features for Language Learning The researchers prepared 2 components in diagnosing step of the first cycle, i.e. an online grammar classroom using a Whatsapp group consisting of 15 students, and the preliminary procedure of using Duolingo to be followed by them as shown in some following features. After installing the application, the students found Duolingo’s symbol as the first feature, and the second feature to choose a language they wanted to learn. This application extends several languages for English speakers as well as others for non-English speakers (Jašková, 2014). In this research, the students automatically chose English as a language they wanted to learn. In the third feature asked the students the reason of why they were learning a language. There are 7 options on this feature: school, travel, culture, brain training, family and friends, job opportunities, and other, and they were asked to choose “school”. There are 4 options on the fourth feature:casual (5 minutes a day), regular (10 minutes a day), serious (15 minutes a day), and insane (20 minutes a day). The goal can be changed anytime. All the students were asked to choose “15 minutes a day”, but they can add the duration if they want to explore more about Duolingo relating to the development of their motivation and selfdirected learning. On the fifth feature of choosing a path, there are only 2 options to be chosen: learning English for the first time (start from beginning) or already know some English. The respondents were asked to choose the second option. Soon after the fifth feature, the students had to take the preliminary test (the sixth feature) as a consideration on the topics that Duolingo will give to the students. In other words, the student’s preliminary test result determines the number and the kind of topics given by Duolingo. The test just needed 5 minutes and its questions would be easier or more difficult in accordance with the student’s proficiency level based on the student’s answers. Having finished doing the test, each student got the result (the seventh feature). In fact, the 15 students’ preliminary test results were varied from 42% up to 72%. As a result, not all the students got the same topics. This would be a consideration for the researchers in giving the topics for the students which were same and relevant to the grammar materials they were learning. The list of the topics based on the maximum result of 72% were: Basic 1, Basic 2, Phrases, Food, Animals, Plurals, Clothes, Present Verbs 1, Colors, Questions, Conjunctions, Occupations, Adjectives 1, Present Verbs 2, Adverbs, Past Verbs 1, Infinitives, Past Verbs 2, Abstract Nouns 1, and Comparative Adjectives. The number of the given topics will increase if the students regularly add the exercises every day. After the preliminary procedure carried out by all the students at home, each of them personally shared information to one of the researchers (via Whatsapp) about what they found and experienced during the preliminary test. The researcher then gave responses towards the students’ information and took notes the three important aspects to be taken as the diagnosis result of the first cycle: the reason of using Duolingo, the goal each day, and the topic given to the students. The Implementation of Duolingo in EFL Classroom Duolingo was used in 2 cycles in which each cycle consisted of 2 meetings, so the total was 4 meetings. In each cycle, the students were asked to play or use Duolingo by working on the exercises given based on the reason, goal, and topic determined by the researchers. After finishing their activities in each cycle, they gave comments and reports to the researchers (via Whatsapp) about what they experienced with the application. A discussion automatically took place between them. Those activities were carried out until the two cycles finished. From the discussions with the students, the researchers found some implementation results of Duolingo in the grammar learning as part of the EFL classroom. First, the student’s preliminary test result determines the number of topics given by Duolingo. Among the 15 students, 5 students got low results, that is, less than 50%. As a result, they did not get the complete topics of present verbs which are the first main topic of the research. They only got 2 parts of the topic, so they could not carry out the exercises for the last part (present verbs part-3). This situation may change if they do the exercises every day, especially if they increase their goals to do more Duolingo’s exercises. In other words, the topics given could increase depending on the progress of the student’s practice. This also could motivate them to improve their grammar knowledge. Several studies on gamification have shown that it can make students more excited and motivated during their effort to elevate their English language skills. In this current study, one medium of gamification called Duolingo was explored in grammar learning activities as part of EFL classroom. They played Duolingo at home using their smartphones in order to implement it in the grammar lesson. The implementation of Duolingo has increased student’s motivation and self-directed learning. The answers to the questionnaires given to the students inform us that the implementation of Duolingo is seen as a positive activity because of some following reasons. All the students enjoyed learning English with Duolingo as it was fun, quite interesting, simple, modern, and easy to use (user-friendly) as long as there are an internet quota and a good internet connection. They only need to have an email or Facebook account to install the application. It is also suitable to all levels, so everyone can learn English even from basic .Most of the students added to the allotted time per day to work on more exercises. This is because learning with Duolingo is like playing a game on a smartphone, so it is fun and does not make them bored easily. They admitted that they were satisfied with Duolingo because Duolingo can increase their interest in learning English. Therefore, they would continue using Duolingo even after the grammar classroom was over. As a result, the students confessed that Duolingo could improve students’ English in general as it provides varied exercises related to the general topics around our life such as food, animals, clothes, job, colors, and so forth. They could get some experiences of practicing English skills such as writing, reading, listening, translating, and speaking skills through pronunciation practices. Duolingo could also improve their grammar knowledge since its exercises were a lot about grammar. When they made a mistake in answering a question given, the application gave them a correct answer and repeated the question until they could answer it correctly. This kind of repetition helps students understand the material given better and improve their English grammar. Nevertheless, not all students accepted the condition in which regular grammar homework was substituted by Duolingo. They accepted Duolingo as an additional homework only, not a regular homework, since there was a possibility that they would not focus or lack of focus while working on grammar homework via Duolingo. In conclusion, this study has proven that Duolingo, one of gamification, can be implemented into the subject of grammar as part of EFL classroom. In this case, Duolingo provides some motivational interesting features to increase students’ interest in working on Duolingo’s exercises regularly in order to improve their English skills, especially grammar. This action will not only motivate the students but also promote self-directed learning for them. As a result, it is suggested that teachers or ELT (English Language Teaching) practitioners implement Duolingo to support teaching and learning EFL. Furthermore, to explore more about this type of gamification, it is recommended for the future research to investigate the implementation of Duolingo in some other language skills such as listening, pronunciation, and translating as part of EFL classroom. Variable 2: Gamifying Language Testing through Web-Based Platforms In this 21st century, technology has revolutionized almost all aspects of life, including language learning. However, the trend of testing has substantially remained unchanged. Since the ultimate goal of language testing is to judge and gather information about learners’ proficiency, one might archetypically describe it as either having students sit at their tables with paper and pencils trying to answer a number of questions individually and in a very formal manner, or asking them to perform something like a presentation or role play in front of the examiner. Those kinds of tests tend to bring a nerve-racking atmosphere which might hinder students in demonstrating their actual competence. Relating to the issue, this study dwells upon the use of web-based platforms in the gamification of language testing. Gamification is the adoption of game elements for nongame purposes. By promoting gamified testing via web-based platforms, this research seeks to make language assessments more fun and motivating, and of course less terrifying for learners. Computer-Assisted Language Testing Computerized language testing has long been around since the dawn of computer technology. Nowadays, with the popularity of personal computers, word-processing software has become so commonly used to modify or even create tests. One of the most salient features offered by computer and internet technology which has been brought to language testing is the ability to deliver various test tasks online, with immediate feedback, anywhere and anytime. Test of English as a Foreign Language (TOEFL), which is one of the largest and most prominent testing systems for measuring second language proficiency, is now administered in many countries via the internet through what is known as the internet-based test (iBT) program. This shows that the ―exploration of technology for testing has increased to the point that today no matter where second language learners live, they will sooner or later take a computer-assisted language test. Web-Based Gamification in Language Learning Computer and the internet merely equal paper and pencil—they are only tools. Without a new format, online tests might still be nerve-racking and even demotivating. This is when gamification comes into play. Reference states that gamification has turned out to be a popular term since the publication of Kapp’s book entitled ―The Gamification of Learning and Instruction‖ in 2012. Reference defines gamification as the use of game elements in a non-game context. The purpose of gamification is to use game thinking, aesthetics, and mechanics to engage and motivate people as well as promote learning and problem-solving. Even though gamification in language learning is actually a new thing, it has much success in other disciplines and thus is showing good prospects to be implemented in the field of language education, and language testing in particular. Through gamification, language learners conceptualize themselves as game players who strive to complete a level as part of their learning. Thus, learners’ success in ―completing a unit, module, or task and language learning is assessed through a variety of game like experiences. By incorporating the techniques and elements of games into language learning and testing, it is expected that learners’ motivation and participation can be increased. More motivation and participation will in turn create a sense of empowerment and engagement as learners work through the learning process and accomplish the tasks. For that reason, teachers need to fully understand the basic concepts and principles of games in order to use gamification as a strategy for language learning. Elements of Gamification This paper suggests a number of potential game elements and mechanics which can be adapted for the purpose of gamifying educational instruction and testing. They are: points, levels, badges, avatars, leaderboards, performance graphs, progression, quests/challenges, social elements/community collaboration, discovery/exploration, rewards, achievements, and epic meaning. With the growing prominence of various web-based games and gamification platforms, it is easier for teachers to change the stereotypical nature of language testing, which is nerve wracking and demotivating, into a more fun and stimulating one. Nonetheless, there are few questions that one needs to deliberate before selecting the tools and incorporating them into language assessments, especially those regarding what to assess, how to assess, and under what condition. As a matter of fact, the success of language testing gamification really depends on whether the games are well aligned with learning objectives and whether those objectives are properly assessed with the right criteria. Therefore web-based gamification can be a very effective way of transforming language testing into a more engaging one only if teachers know how to make the games relevant to the intended objectives of the class. Chapter 3. Methodology Research Design This study will apply descriptive research to analyze the effects of the implementation of gamification. The study will compare the learners’ performance before and after the implementation of gamification. An adopted questionnaire will be administered to evaluate the respondents’ perception of the extent of implementation of gamification. Gathered data under the dimensions will be statistically analyzed together with the academic achievements of the learners to determine the effect of Quizizz on the learners’ academics. Locale and Time of the Study This study will be conducted in St. Robert’s International College located in E. Lopez Street, Jaro, Iloilo City. This study will be based on the data of the 1st Semester of School Year 20212022. Respondents of the Study The respondents of this study will be the 117 Grade 11/ 55 Grade 12 learners enrolled in SY 2021-2022. Table 1 Distributions of Respondents Grade 11 Strands Population Respondents (30%) GAS 86 26 ABM 54 16 HUMSS 105 32 STEM 113 34 31 9 389 117 Population Respondents GAS 41 12 ABM 35 11 HUMSS 53 16 STEM 38 11 ICT 15 5 182 55 ICT Total Grade 12 Total Instrumentation An adapted questionnaire will be used as the instrument to collect data on the extent of implementation of gamification in teaching English. The main source for data collection will be the survey elaborated in Google Forms because it has been highly recommended in literature (Jiménez et al., 2020; Neumann et al., 2020; Vidergor, 2021). A 5-point Likert scale consisting of 26 items distributed in three dimensions: (1) Accomplishment (2) Challenge (3) Competition. This scale has the following range: (1) strongly disagree, (2) disagree, (3) uncertain, (4) agree, and (5) strongly agree will be chosen because 5-point scales are easy to understand by participants, require less effort to answer (Nemoto & Beglar, 2014), and maximise reliability (Bendig, 1954; Chang, 1994). Data Gathering Procedure A permit letter will be secured to conduct the research among the Grade 11/12 learners of St. Robert’s International College. After the permission is obtained, the researcher will send the instrument in Google Form to the respondents. The researcher will tally and tabulate the gathered data. Statistical Treatment The following statistical tools will be used to analyze the data collected: The profile of the respondents will be drawn using the following descriptive statistic: frequency, percent and mean. The mean to review the answers based on the demographic variables: age, sex, and grade level. 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Respondent’s Personal Profile Age: _______________ Gender: [ ] Male [ ] Female Grade Level: ___________________ Part II. Respondent’s Academic Profile Semester 1-Midterm Average English Grade: ___________________ Part II: Directions: Below are items which will determine the extent of implementation of gamification in teaching English. Please indicate your answer by putting a check (). Please use the following scale as basis for your answer: 5 Strongly Agree 4 Agree 3 Uncertain 2 Disagree 1 Strongly Disagree 5 Accomplishment 1 Makes me feel that I need to complete things 2 Pushes me to strive for accomplishments 3 Inspires me to maintain my standards of performance 4 Makes me feel that success comes through accomplishments 5 Makes me strive to take myself to the next level 6 7 Motivates me to progress and get better Makes me feel like I have clear goals 4 3 2 1 8 9 Drives me to collect things if I am to progress Gives me the feeling that I need to reach goals Challenge 1 2 3 4 5 6 7 Makes me push my limits Drives me in a good way to the brink of wanting to give up Pressures me in a positive way by its high demands Challenges me Calls for a lot of effort in order for me to be successful Motivates me to do things that feel highly demanding Feels like a test of my ability 8 Makes me feel like I continuously need to improve in order to do well 9 Makes me work at a level close to what I am capable of Competition 1 2 3 4 5 6 7 Feels like participating in a competition Inspires me to compete Makes me strive to be the best Involves me by its competitive aspects Makes me want to be in first place Makes victory feel important Feels like being in a race 8 Makes me feel that I need to win to succeed