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ERIC Number: EJ1149422
Record Type: Journal
Publication Date: 2017
Pages: 19
Abstractor: As Provided
ISSN: EISSN-1642-1027
"Creating a Comic Strip Is Very Creative and Thanks to It We Learn and Remember"--Student Perceptions of a Biology Challenge in a Gamified Extracurricular CLIL Project
Pitura, Joanna; Chmielarz, Dagmara
Teaching English with Technology, v17 n3 p77-95 2017
Upper-secondary school students must prepare for adult life, which--among others--entails acquiring relevant skills and discovering their own potential. Efforts at European and national levels have been made to ensure that students gain the competences, the so-called key competences, which facilitate functioning in the modern world. However, in Polish upper-secondary schools their overall development may be problematic as schoolwork is heavily exam-oriented. In order to address this challenge, a study was undertaken, the aim of which was to investigate the usefulness and feasibility of applying gamification to an extracurricular CLIL project intended to develop key competences in an upper-secondary school. The paper reports on one part of this study, i.e. on how a biology challenge (two tasks) was designed, implemented and evaluated. The results show educational and emotional gains, suggesting the motivational effect of gamification in learning.
IATEFL Poland Computer Special Interest Group / University of Nicosia / Maria Curie-Sklodowska University. Ul. J. Sowinskiego 17, 20-041 Lublin, Poland. Web site:
Publication Type: Journal Articles; Reports - Research
Education Level: Secondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: Poland
Grant or Contract Numbers: N/A