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논문 기본 정보

자료유형
학술저널
저자정보
오세민 (가좌중학교) 김수연 (연세대학교 치과대학 치의학교육학교실)
저널정보
한국중등영어교육학회 중등영어교육 중등영어교육 제15권 제2호
발행연도
2022.5
수록면
83 - 109 (27page)

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This study aims to develop a gamification-based English reading learning application and teaching model for Korean middle school EFL learners to improve their English reading comprehension, motivation, and self-efficacy. This application was designed based on eight elements of game design (points, levels, badges, leaderboards, rewards, progress bars, storylines, and feedback). Each game design element is utilized to (a) improve EFL learners’ motivation and self-efficacy in English reading and (b) promote the use of English reading strategies. The English reading strategies are provided differently according to pre-, while-, and post-reading stages to improve EFL learners’ English reading comprehension. Moreover, this study also suggests how to use this newly developed application effectively in an English reading classroom. This study is meaningful in that it systematically not only presents an innovative method for Korean EFL learners’ English reading comprehension, motivation, and self-efficacy but also proposes an English reading teaching model with each English reading strategy through gamification in the field of English teaching and learning. In particular, a gamification-based English reading learning application allows Korean middle school EFL learners to be engaged and motivated in English reading. More detailed discussions and suggestions are given for English teachers and further potential research directions.

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