Making Learning English Fun with Digital Tools
Learning English today is a very important subject to teach students because English is an international language used for communication, business, and more. Additionally, English opens doors for those who want to pursue higher education. However, language learning can sometimes be boring, and students may struggle to stay committed to the class until the end. This is often because of monotonous teaching methods that diminish students’ interest. Therefore, using digital tools such as gamification and LMS (Learning Management Systems) in the classroom is expected to enhance English learning and boost students’ interest.
Experiencing fun learning in class is crucial for improving students’ ability to remember information and stay motivated. Fredricks, Blumenfeld, and Paris (2004) explain that keeping students engaged is essential for retaining information and maintaining motivation over time. They suggest that when learning is enjoyable and interactive, it can significantly enhance academic success. For instance, using gamification and interactive learning methods can make lessons more enjoyable and encourage students to continue learning. Additionally, variation and interaction in teaching are important for maintaining students’ interest. By incorporating digital tools such as gamification (Kahoot, Quizziz, Duolingo) and LMS (SAGU Online Learning, Google Classroom), can make classes more engaging. These strategies help keep students motivated and committed throughout the lesson.
Here’s a brief explanation of digital tools which can be used in language learning:
Gamification Sites
Gamification sites are online platforms that incorporate game elements and principles to make learning more engaging and interactive. Karl M. Kapp, in The Gamification of Learning and Instruction, explains that integrating game mechanics such as points, badges, and levels can significantly enhance student engagement. For example, awarding points for completing tasks and giving badges for accomplishments create a sense of achievement and motivate learners to continue participating (Kapp, 2012). Tools like Quizzes and Kahoot utilise quizzes in a competitive format to test knowledge, while simulations provide practical, real-world language practice.
Learning Management Systems (LMS)
A Learning Management System (LMS) is a software platform used to deliver, manage, and track educational content and training. It helps organise course materials, assignments, and communication between educators and learners. LMS platforms also manage course schedules, track student progress, and include tools for quizzes, tests, and assignments, along with mechanisms for providing feedback to students. Marquez and Rodriguez (2018) emphasise that LMS are crucial in modern education as they enhance the teaching and learning experience. Their review highlights how LMS integrates various educational tools, including interactive and gamification elements, contributing to a more engaging and effective learning environment. SAGU Online Learning is an example of an LMS customised for the SAGU Foundation’s needs, incorporating interactive and gamified content for education in Papua.
Using gamification tools like Kahoot or Quizizz when teaching vocabulary has a big impact compared to having students work on paper. This is because students are directly involved in class activities. Additionally, these gamification sites are not just text or images; videos can be added to the questions to provide a clearer picture when teaching grammar topics. In the end, students do not feel bored with the lesson because they are required to stay active during class. Additionally, digital content like this stimulates students to think more critically and creatively in class.
Meanwhile, the SAGU Online Learning platform, which is a Moodle-based LMS developed by SAGU Foundation, also provides significant benefits during class. Each class is organised according to different levels based on the students’ needs, ensuring that they receive lessons tailored to their individual progress. On this LMS, students are encouraged to learn actively and independently through features such as short videos, interactive quizzes, and contextually designed materials that reflect the culture and daily life in Papua. This approach positively impacts students’ language learning, motivating them to engage deeply and commit to completing their classes.
Using digital tools like gamification and Learning Management Systems (LMS) into English language teaching enhances student engagement and motivation. Gamification sites such as Kahoot and Quizizz make learning interactive and fun by using game elements like points and badges, while LMS platforms like SAGU Online Learning organise and manage educational content, track progress, and provide interactive features. These tools make lessons more enjoyable and effective, keeping students actively involved and committed to their learning process.
References
- Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59-109.
- Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer.
- Marquez, A. D. P., & Rodriguez, F. A. (2018). The Role of Learning Management Systems in Education: A Review. Journal of Educational Technology Development and Exchange, 11(2), 35-50.
Disclaimer: This is an AI-assisted article. The author provided the construction of the article based on her own experience in using AI tools, and AI assisted with clear writing and grammar checking. All AI tools mentioned in this article have been tested by the author. |
Author :
General English, Ielts & Sagu Online Learning Tutor