A Serious Game to learn English: The case of Bethe1Challenge

Authors

DOI:

https://doi.org/10.17083/ijsg.v8i4.448

Keywords:

Serious Games, Gamification, Educational Technology, English Language Learning

Abstract

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.

Author Biographies

Paola Julie Aguilar Cruz, Universidad de la Amazonia and Jorge Eliécer Gaitán High School at Florencia, Caquetá, Colombia

English Language Teacher and researcher, Universidad de la Amazonia and Jorge Eliécer Gaitán High School at Florencia, Caquetá, Colombia. PhD student in Educational Technology at Central China Normal University. 

Henry Alberto Álvarez Guayara

English Language Teacher and researcher, Universidad de la Amazonia and Los Andes High School at Florencia, Caquetá, Colombia

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Published

2021-12-01 — Updated on 2021-12-04

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How to Cite

Aguilar Cruz, P. J., & Álvarez Guayara , H. A. . (2021). A Serious Game to learn English: The case of Bethe1Challenge. International Journal of Serious Games, 8(4), 65–80. https://doi.org/10.17083/ijsg.v8i4.448 (Original work published December 1, 2021)

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Articles