Advanced tools in The EFL classroom Friend or foe for novice teachers
Main Article Content
Abstract
E-Learning has been one of the emerging and evolving practices implemented by different educational institutions worldwide. E-learning has provided a shared space for instructors, students, and other experts in their fields together in a common place. With the increasing popularity of e-learning websites and advancements in today’s world, it is essential to facilitate e-learning in a user-friendly, effective environment and an enjoyable experience for different users. One of the practices for developing e-learning is introducing gamification on the platforms. Gamification is the process of bringing game mechanics, elements, and ideas to non-game environments to improve user engagement.
Al Akhawayn University is an autonomous educational institution implementing an innovative learning process through e-learning, and Digital Learning Lab has played a significant role. Having said above, implementing gamification increases to development of different skills among learners and makes learning enjoyable [1]. To address and analyze the uses of gamification at Al Akhawayn University MOOC system, we are conducting our research with the implementation of different frameworks.
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
References
Mulkeen, D., 2018. The Top 5 Benefits of Gamification in Learning. [online] learn light. Available at: https://www.learnlight.com/en/articles/5-benefits-of-gamification-in-learning/ [Accessed 23 February 2022].
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., and Dixon, D. (2011) Gamification. using game-design elements in non-gaming contexts. In Proceedings of CHI Extended Abstracts, 2425-2428. DOI: https://doi.org/10.1145/1979742.1979575
Flatla, D., Gutwin, C., Nacke, L., Bateman, S., Mandryk, R. (2011) Calibration Games: Making Calibration Tasks Enjoyable by Adding Motivating Game Elements UIST 2011, Santa Barbara, California DOI: https://doi.org/10.1145/2047196.2047248
Pavlus, J. (2010) The Game of Life. Scientific American, 303, 43-44 DOI: https://doi.org/10.1038/scientificamerican1210-43
Shneiderman, B. (2004) Designing for Fun: How Can We Design User Interfaces to Be More Fun? Interactions, 11(5), 48-50 DOI: https://doi.org/10.1145/1015530.1015552
Von Ahn, L. Dabbish, L. (2008) Designing Games With a Purpose. Comm. ACM, 58-67 DOI: https://doi.org/10.1145/1378704.1378719
Fogg, B. J. (2002) Persuasive technology: using computers to change what we think and do.Ubiquity 2002, December
Fogg, B. J. (2002) Persuasive technology: using computers to change what we think and do.Ubiquity 2002, December DOI: https://doi.org/10.1145/764008.763957
Pandey, A., 2018. 6 Killer Examples Of Gamification In eLearning. [online] Available at: https://elearning.adobe.com/2018/04/6-killer-examples-gamification-elearning/ [Accessed 1 March 2022].
Pandey, A., 2018. 6 Killer Examples of Gamification In eLearning. [online] Available at: https://elearning.adobe.com/2018/04/6-killer-examples-gamification-elearning/ [Accessed 1 March 2022].
Pandey, A., 2018. 6 Killer Examples Of Gamification In eLearning. [online] Available at: https://elearning.adobe.com/2018/04/6-killer-examples-gamification-elearning/ [Accessed 1 March 2022].
Golovnya, S., 2021. Learning Apps That Use Gamification: Examples and Features Overview. [online] Available at: https://riseapps.co/gamification-in-learning-apps/ [Accessed 4 March 2022].
Galessi, S., 2018. What is Gamification: How points, badges, challenges, and charts boost the companies’ annual turnover. [online] Medium. Available at: https://medium.com/nyc-design/what-is-gamification-how-points-badge-challenge-and-charts-boost-the-companies-annual-turnover-447568b92e61 [Accessed 6 March 2022].
Shehnaz, A., 2021. What is Octalysis Framework in Gamification? [online] upshot.ai. Available at: https://www.upshot.ai/blog/what-is-octalysis-framework-in-gamification/ [Accessed 6 April 2022].
Shehnaz, A., 2021. What is Octalysis Framework in Gamification? [online] upshot.ai. Available at: https://www.upshot.ai/blog/what-is-octalysis-framework-in-gamification/ [Accessed 6 April 2022].
Potgieter, Z., n.d. [online] Available at: https://moodle.org/plugins/block_advnotifications [Accessed 1 April 2022].
wikipedia. 2022. DEFCON. [online] Available at: https://en.wikipedia.org/wiki/DEFCON [Accessed 13 April 2022].
Potgieter, Z., n.d. [online] Available at: https://moodle.org/plugins/block_advnotifications [Accessed 1 April 2022].
Potgieter, Z., n.d. [online] Available at: https://moodle.org/plugins/block_advnotifications [Accessed 1 April 2022].
Wong, E., 2021. Shneiderman’s Eight Golden Rules Will Help You Design Better Interfaces. [online] The Interaction Design Foundation. Available at: https://www.interaction-design.org/literature/article/shneiderman-s-eight-golden-rules-will-help-you-design-better-interfaces [Accessed 14 April 2022].
Shehnaz, A., 2021. What is Octalysis Framework in Gamification? [online] upshot.ai. Available at: https://www.upshot.ai/blog/what-is-octalysis-framework-in-gamification/ [Accessed 6 April 2022].
Fombaron, Q., 2021. [online] Available at: https://moodle.org/plugins/block_point_view [Accessed 4 April 2022].
Fombaron, Q., 2021. [online] Available at: https://moodle.org/plugins/block_point_view [Accessed 4 April 2022].
Shehnaz, A., 2021. What is Octalysis Framework in Gamification? [online] upshot.ai. Available at: https://www.upshot.ai/blog/what-is-octalysis-framework-in-gamification/ [Accessed 6 April 2022].
Shehnaz, A., 2021. What is Octalysis Framework in Gamification? [online] upshot.ai. Available at: https://www.upshot.ai/blog/what-is-octalysis-framework-in-gamification/ [Accessed 6 April 2022].
Chou, Y., n.d. The Octalysis Framework for Gamification & Behavioral Design. [online] Available at: https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/ [Accessed 7 April 2022].
Chou, Y., n.d. The Octalysis Framework for Gamification & Behavioral Design. [online] Available at: https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/ [Accessed 7 April 2022].
Chou, Y., n.d. The Octalysis Framework for Gamification & Behavioral Design. [online] Available at: https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/ [Accessed 7 April 2022].
Chou, Y., N. D. The Octalysis Framework for Gamification & Behavioral Design. [online] Available at: https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/ [Accessed 7 April 2022].
playbook.ux. 2022. A|B Testing. [online] Available at: https://www.playbookux.com/ab-testing-template/ [Accessed 16 April 2022].