A Serious Game to learn English: The case of Bethe1Challenge
Keywords:Serious Games, Gamification, Educational Technology, English Language Learning
Current research in English language teaching reports that there is a tendency towards the use of mobile games and technology. However, there is a lack of research conducted that informs on the implementation of those strategies in high school contexts in Colombia. This article reports a case study aimed at exploring students’ perceptions towards the use of the Serious Game Bethe1Challenge supported with gamified activities, in a high school context during pandemic times. Accordingly, interviews, a pre-test and post-test were implemented and analyzed. It is concluded that participants perceived that Bethe1Challenge is an entertaining, fun, and enjoyable game that increases motivation and improves English learning as reported in the tests. Nonetheless, constraints related to the game were also discovered.
- 2021-12-04 (2)
- 2021-12-01 (1)
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Copyright (c) 2021 Paola Julie Aguilar Cruz, Henry Alberto Álvarez Guayara
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