International Journal of Academic Research in Business and Social Sciences

search-icon

New Digital Gamification Perception in STEAM Approach: Secondary ESL Teachers' Perspectives in STEAM-oriented ESL Classrooms

Open access
Language learning has been ominously obstructed by a greater emphasis on the living technology curriculum and the concept of interdisciplinary integration, STEM (Science, Technology, Engineering, and Mathematics) in the school system. Although increasingly adaptive and a more comprehensive learning approach integrating STEAM (Science, Technology, Engineering, Art and Mathematics) which emphasized on the role of ART are further highlighted in language learning, there have been concerns regarding insufficient information on appropriate teaching tools utilisation and sustainability of the approach. Therefore, this mixed-method study is intended to delineate English as a Second Language(ESL) teachers’ perspectives towards digital gamification adoption in STEAM-oriented ESL classrooms. A survey was distributed to 160 ESL teachers with 53 items in which their perception was analysed descriptively with the mean score. Besides, thematic analysis was also employed to analyse 8 respondents’ semi-structured interview data. Overall, the findings of this study showed that language learners showed positive feedback toward the digital gamification incorporation in STEAM ESL lessons due to its effectiveness, practicality, ease of use and user satisfaction. This paper implied that researchers should look into ESL teachers' perceptions that they are well-prepared in utilising digital gamification for effective STEAM approach-based English as a Second Language teaching and learning experience.
Al-Malki, A. M. (2020). Quizlet: An Online Application to Enhance EFL Foundation Students’ Vocabulary Acquisition at Rustaq College of Education, Oman. Arab World English Journal, 6, 332–343. https://doi.org/10.24093/awej/call6.22
Adnan, M. (2020). Online learning amid the COVID-19 pandemic: Students  perspectives. Journal of Pedagogical Sociology and Psychology, 1(2), 45–51. https://doi.org/10.33902/jpsp.2020261309
Aguilera, D., & Ortiz-Revilla, J. (2021). Stem vs. Steam education and student creativity: A systematic literature review. Education Sciences, 11(7). https://doi.org/10.3390/educsci11070331
Alhajaji, B. H., Algmadi, J. S., & Metwally, A. A. (2020). Exploring the Success of GMT Technique: Games, Mind-Mapping, and Twitter Hashtags in Teaching Vocabulary in EFL Higher Education Environment. In International Journal of Higher Education (Vol. 9, Issue 3, pp. 290–299).
Alharthi, S. (n.d.). Assessing Kahoot ’ s Impact on EFL Students ’ Learning Outcomes. 15(5), 31–64.
Aljraiwi, S. (2019). Effectiveness of Gamification of Web-Based Learning in Improving Academic Achievement and Creative Thinking among Primary School
Alrajhi, A. S. (2020). English Learners’ Perceptions of Video Games as a Medium for Learning and Integration into the English Curriculum. In MEXTESOL Journal (Vol. 44, Issue 4).
Angus, D. E., Swan, W. R., & Comm, B. (1993). THE EFFECTIVENESS AND COST -AND EFFECTIVENESS by. Current, 8(1), 3–5.
Aprilani, D. N. (n.d.). Students ’ Perception in Learning English Vocabulary Through Quizlet. 7(3), 343–353.
Arono. (2014). Improving Students Listening Skill through Interactive Multimedia in Indonesia. Journal of Language Teaching and Research, 63-69.
Belda-medina, J. (2021). The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning : The Case of Among Us.
Bicen, H., & Kocakoyun, S. (n.d.). Perceptions of Students for Gamification Approach : Kahoot as a Case Study. 72–93.
Breien, F., & Wasson, B. (2022). eLuna: A Co-Design Framework for Narrative Digital Game-Based Learning that Support STEAM. Frontiers in Education, 6 https://doi.org/10.3389/feduc.2021.775746
Breien, F., Wasson, B., Greiff, S., & Hauan, N. P. (2022). The eLuna mixed-reality visual language for co-design of narrative game-based learning trails. Frontiers in Education, 7. https://doi.org/10.3389/feduc.2022.1061640
Bin Noordan, M. N. H., & Md. Yunus, M. (2022). The Integration of ICT in Improving Reading Comprehension Skills: A Systematic Literature Review. Creative Education, 13(06), 2051–2069. https://doi.org/10.4236/ce.2022.136127
Callista, C., Yunus, A., & Hua, T. K. (2021). Exploring a Gamified Learning Tool in the ESL Classroom : The Case of Quizizz. 8(1), 103–108. https://doi.org/10.20448/journal.509.2021.81.103.108
Çetin, H. Si. (2018). Implementation of the digital assessment tool “Kahoot!” in elementary school. International Technology and Education Journal, 2(1), 9–20.
Chen, M., Siu-Yung, M., Chai, C. S., Zheng, C., & Park, M. Y. (2021). A Pilot Study of Students’ Behavioral Intention to Use AI for Language Learning in Higher Education. Proceedings - 2021 International Symposium on Educational Technology, ISET 2021, 182–184. https://doi.org/10.1109/ISET52350.2021.00045
Çil, E. (2021). The Effect of Using Wordwall.net in Increasing Vocabulary Knowledge of 5th Grade EFL Students. Language Education & Technology (LET Journal), 1(1), 21–28. http://langedutech.com
Comprehension, R. (2021). The Effect of Kahoot on Developing EFL Saudi Students’ Vocabulary Acquisition, Reading Comprehension, and their Attitudes towards such a Strategy. https://doi.org/10.33976/iugjeps.29.1/2021/27
Dindar, M., Ren, L., & Järvenoja, H. (2021). An experimental study on the effects of gamified cooperation and competition on English vocabulary learning. British Journal of Educational Technology, 52(1), 142–159. https://doi.org/10.1111/bjet.12977
El Shazly, R. (2021). Effects of artificial intelligence on English speaking anxiety and speaking performance: A case study. Expert Systems, 38(3), 1–16. https://doi.org/10.1111/exsy.12667
Fithriani, R. (2021). The Utilization of Mobile-assisted Gamification for Vocabulary Learning : Its Efficacy and Perceived Benefits. 22(3), 146–163.
Francom, G.M. Barriers to technology integration: A time-series survey study. J. Res. Technol. Educ. 2019, 52, 1–16.
Game, P. P. (2020). Power Point Game , Motivation , Achievement : The Impact and Students ’ Perception. 13(4), 509–522.
Gee, J. P. (2007). What video games have to teach us about learning and literacy. Revised and updated edition. New York, NY: Palgrace Macmillan.
Getmanskaya, E. (2021). Steam technologies in Western education: new approaches to literary text study. Revista Tempos e Espaços Em Educação, 14(33), e16561. https://doi.org/10.20952/revtee.v14i33.16561
Gómez-Carrasco, C.J.; Monteagudo-Fernández, J.; Sainz-Gómez, M.; Moreno-Vera, J.R. Effects of a gamification and flipped- classroom program for teachers in training on motivation and learning perception. Educ. Sci. 2019, 9, 299.
Har, C., Jafre, M., Abidin, Z., & Saibon, J. (n.d.). LEARNERS ’ PERCEPTIONS OF THE IMPACT OF USING DIGITAL STORYTELLING ON VOCABULARY LEARNING. 19(4), 3–26.
Hawari, A. D. M., & Noor, A. I. M. (2020). Project Based Learning Pedagogical Design in STEAM Art Education. Asian Journal of University Education, 16(3), 102–111. https://doi.org/10.24191/ajue.v16i3.11072
Hazar, E. (2020). Use of Digital Games in Teaching Vocabulary to Young Learners. 19. https://doi.org/10.24193/ed21.2020.19.12
Henriksen, D. (2017). Creating STEAM with design thinking: Beyond STEM and arts integration. The STEAM Journal. https://doi.org/10.5642/steam.20170301.11
How, M. L., & Hung, W. L. D. (2019). Educing AI-thinking in science, technology, engineering, arts, and mathematics (STEAM) education. Education Sciences, 9(3). https://doi.org/10.3390/educsci9030184
Hsiao, P. W., & Su, C. H. (2021). A study on the impact of steam education for sustainable development courses and its effects on student motivation and learning. Sustainability (Switzerland), 13(7). https://doi.org/10.3390/su13073772
Huang, F. (2020). Effects of the application of steam education on students’ learning attitude and outcome-fujian chuanzheng communications college. Revista de Cercetare Si Interventie Sociala, 69, 349–356. https://doi.org/10.33788/rcis.69.23
Jabali, M., Walker, C., An, C., Jabali, M., & Walker, C. (2021). An Exploratory Cross-Sectional Study : FlipQuiz as a Digital Tool for Learning English Vocabulary in Language Classroom To cite this article : An Exploratory Cross-Sectional Study : FlipQuiz as a Digital Tool for Learning English Vocabulary in Language Cl.
James, H. R. (2016). Reinventing the STEAM engine for art design education. Art Education, 69(4), 4–7. https://doi.org/10.1080/00043125.2016.1176848
Jerry, M. A., & Yunus, M. (2021). The Use of ’ Vocscape ’ in Vocabulary Acquisition Among Year 2 Pupils in Sarawak. 6(4), 308–319.
Jerry, M., & Yunus, M. M. (2021). Blended learning in rural primary ESL classroom: Do or don't. International Journal of Learning, Teaching and Educational Research, 20(2), 152-173.
Karaaslan, H., Kilic, N., Guven-Yalcin, G., & Gullu, A. (2018) Students’ Reflections on Vocabulary Learning through Synchronous and Asynchronous Games and Activities. In Turkish Online Journal of Distance Education (Vol. 19, Issue 3, pp. 53–70).
Karageorgiou, Z., Mavrommati, E., & Fotaris, P. (n.d.). Escape Room Design as a Game-Based Learning Process for STEAM Education.
Kayseroglu, M.A.; Samur, Y. Vocabulary learning through a gamified question and answer application. J. Learn. Teach. Digit. Age 2018, 3, 27–41.
Kastriti, E., Kalogiannakis, M., Psycharis, S., & Vavougios, D. (2022). The teaching of Natural Sciences in kindergarten based on the principles of STEM and STEAM approach. Advances in Mobile Learning Educational Research, 2(1), 268–277. https://doi.org/10.25082/AMLER.2022.01.011
Keyword s. 7(3), 242–257. https://doi.org/10.18488/journal.61.2019.73.242.257
Korkmaz, S., & Öz, H. (2021). Using Kahoot To Improve Reading Comprehension of. International Online Journal of Education and Teaching (IOJET), 8(2), 1138–1150. https://files.eric.ed.gov/fulltext/EJ1294319.pdf
Kusumayanthi, S., & Rusmiyati, M. (2021). Students’ Engagement in Learning English Vocabulary Via Games in Kahoot! English Journal Literacy Utama, 6(1), 1–9.
Ellison, L. T. (2023). Normalizing Black Students/Youth and their Families’ Digital and STEAM Literacies. In Reading Teacher. John Wiley and Sons Inc. https://doi.org/10.1002/trtr.2182
Li, J., Luo, H., Zhao, L., Zhu, M., Ma, L., & Liao, X. (2022). Promoting STEAM Education in Primary School through Cooperative Teaching: A Design-Based Research Study. Sustainability (Switzerland), 14(16). https://doi.org/10.3390/su141610333
Lu, S. Y., Lo, C. C., & Syu, J. Y. (2022). Project-based learning oriented STEAM: the case of micro–bit paper-cutting lamp. International Journal of Technology and Design Education, 32(5), 2553–2575. https://doi.org/10.1007/s10798-021-09714-1
Maarouf, S. A. (2019). Supporting Academic Growth of English Language Learners: Integrating Reading into STEM Curriculum. World Journal of Education, 9(4), 83. https://doi.org/10.5430/wje.v9n4p83
Maurais, J., and Morris, M. A. (2003). Language in a Globalising World. Cambridge: Cambridge University Press.
Min, T. S., Rustam, M., Rameli, M., Alhassora, N. A., Abdullah, H., & Faheem, I. (2022). Effectiveness Of Using Kahoot?! Application In The Teaching Of Vocabulary On Perception And Achievement Of Low Achiever Students. Journal of Positive School Psychology, 6(3), 2241–2251.
Ni, C. K., Jong, B., Dison, M. A., Thomas, S. A., Yunus, M. M., & Suliman, A. (2020). Enhancing Malaysian primary pupils’ vocabulary skills using pocable game and pear deck. International Journal of Learning, Teaching and Educational Research, 19(6), 145–160. https://doi.org/10.26803/IJLTER.19.6.9
Olsen, C. O. (2019). Dos métodos: Two classroom language models in Head Start. Urban Institute, 1-30.
Ongoro, C. A., Mwangoka, J. W., Effects, J. W., & Mwangoka, J. W. (2019). Effects of digital games on enhancing language learning in Tanzanian preschools Recommended citation : Effects of digital games on enhancing language learning in Tanzanian preschools Catherine Akoth Ongoro *. 11(3), 325–344
Oner, A. T., Nite, S. B., Capraro, R. M., & Capraro, M. M. (2016). From STEM to STEAM: Students’ beliefs about the use of their creativity. The STEAM Journal, 2(2), 6.
Pasani, C. F., & Amelia, R. (2021). Introduction of the integrative STEAM approach as a learning innovation in the COVID-19 pandemic in South Kalimantan. Journal of Physics: Conference Series, 1832(1). https://doi.org/10.1088/1742-6596/1832/1/012029
Pattanapichet, F. (n.d.). Enhancement of performance and motivation through application of digital games. 18(1), 77–92.
Prensky, M. (2001). Fun, play and games: What makes games engaging. Digital game-based learning, 5(1), 5-31.
Psycharis, S., Kalovrektis, K., & Xenakis, A. (2020). A Conceptual Framework for Computational Pedagogy in STEAM education: Determinants and perspectives. Hellenic Journal of STEM Education, 1(1), 17–32. https://doi.org/10.51724/hjstemed.v1i1.4
Raimjanovna, U., & Senior, I. (n.d.). THE IMPORTANCE OF STEAM TECHNOLOGIES IN IMPROVING STUDENTS’ PROFESSIONAL SPEECH COMPETENCE IN ENGLISH CLASSES. In Journal of Advanced Research and Stability. www.sciencebox.uz
Rasti-behbahani, A., & Shahbazi, M. (2020). Investigating the effectiveness of a digital game- based task on the acquisition of word knowledge. Computer Assisted Language Learning, 0(0), 1–25. https://doi.org/10.1080/09588221.2020.1846567
Saari, J., Varjonen, V., & Studies, T. (2021). Digital Games and Second Language Acquisition : The Effect of Gimkit ! and Kahoot ! on Upper Secondary School S tudents ’ Vocabulary Acquisition and Motivation. November.
Santhanasamy, C., & Yunus, M. M. (2022). A systematic review of flipped learning approach in improving speaking skills. European Journal of Educational Research, 11(1), 127-139.
Shakir, M., Abdul, A., & Hashim, H. (2020). Pupils ’ Motivation and Perceptions on ESL Lessons through Online Quiz-Games. 7(3), 229–234.
https://doi.org/10.20448/journal.509.2020.73.229.234
Soroko, N. v. (2020). Educational electronic platforms for STEAM-oriented learning environment at general education school (Vol. 7).
Statista. (2021). The most spoken languages worldwide 2021 In 2021 , there were around 1 . 35 billion people worldwide who spoke English either natively or as a second language , slightly more than the 1 . 12 billion Mandarin Chinese speakers at the time of survey . Hindi. (212).
Sulistianingsih, E., Febriani, R., & Pradjarto, Jcs. (2019). The Effect of Interactive Board Games (IBG) on Vocabulary Achievement. Langkawi: Journal of The Association for Arabic and English, 5(2), 127–139. https://doi.org/10.31332/lkw.v5i2.1458
Tabi’in, A. (2019). Implementation of STEAM Method (Science, Technology, Engineering, Arts And Mathematics) for Early Childhood Developing in Kindergarten Mutiara Paradise Pekalongan. Early Chilhood Research Journal) ISSN Numbers: Print, 2655–9315. http://journals.ums.ac.id/index.php/ecrj
Vandergrift, L., & Tafaghodtari, M. H. (2010). Teaching L2 learners how to listen does make a difference: An empirical study. Language Learning, 60, 470–497, https://doi.org/10.1111/j.1467- 9922.2009.00559.x
Vellayan, G., Singh, C. K. S., Tek, O. E., Yunus, M. M., Singh, T. S. M., & Mulyadi, D. (2020). A review of studies on cooperative learning strategy to improve ESL students’ speaking skills. Turkish Journal of Computer and Mathematics Education, 12(3), 63-68. https://doi.org/10.17762/turcomat.v12i3.466
Xefteris, S. (2021). Developing STEAM Educational Scenarios in Pedagogical Studies using Robotics An Undergraduate Course for Elementary School Teachers. In Technology & Applied Science Research (Vol. 11, Issue 4). www.etasr.com
Wahyuningsih, S., Nurjanah, N. E., Rasmani, U. E. E., Hafidah, R., Pudyaningtyas, A. R., & Syamsuddin, M. M. (2020). STEAM Learning in Early Childhood Education: A Literature Review. International Journal of Pedagogy and Teacher Education, 4(1), 33. https://doi.org/10.20961/ijpte.v4i1.39855
Wu, Q., Zhang, J., & Wang, C. (n.d.). The Effect of English Vocabulary Learning with Digital Games and its Influencing Factors based on the Meta- Analysis of 2 , 160 Test Samples. 15(17), 85–100.
Yakman, G.; Lee, H. Exploring the Exemplary STEAM Education in the U.S. as a Practical Educational Framework for Korea Georgette. Korea Assoc. 2012, 32, 1072–1086.
Yang, S., & Mei, B. (2021). Towards the Sustainable Development of Digital Educational Games for Primary School Students in China.
Yulianti, D. B. (2018). Learning strategies applied by the students in writing English text. Journal on English as a Foreign Language, 8(1), 19-38.
Yunus, M. M., & Abdullah, N. R. K. R. B. (2011). Motivation and attitudes for learning English among year six students in primary rural school. Procedia-Social and Behavioral Sciences, 15, 2631-2636.
Yunus, M. M., & Arshad, N. D. M. (2015). ESL teachers' perceptions toward the practices and prospects of autonomous language learning. Asian Social Science, 11(2), 41.
Yunus, M. M., Tuan, J. L. K., & Salehi, H. (2013). Using blogs to promote writing skill in ESL classroom. arXiv preprint arXiv:1305.6358.
Zica, M. R., Ionica, A. C., & Leba, M. (2020). Gamification Elements in Quizizz Applications : Evaluating the Impact on Intrinsic and Extrinsic Student ’ s Motivation Gamification Elements in Quizizz Applications : Evaluating the Impact on Intrinsic and Extrinsic Student’ s Motivation. https://doi.org/10.1088/1757-899X/917/1/012024