EL.LE
4 | 3 | 2015

EL.LE
4 | 3 | 2015

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Topic
chevron_rightLinguistics

Language
en

e-ISSN
chevron_right2280-6792

Online issue
Vol. 4 | Num. 3 | Novembre 2015

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EL.LE | 4 | 3 | 2015

Fukudai Hero
A Video Game-like English Class in a Japanese National University

Ivan Lombardi
University of Fukui, Japan
ivan@u-fukui.ac.jp

DOI 10.14277/2280-6792/ELLE-4-3-15-7

Abstract

Fukudai Hero is a gamified English class running at the University of Fukui, Japan. To gamify a class means to apply game dynamics to enhance students’ engagement and motivation. In FH students play the role of trainee heroes in Fukudai – a fantasy kingdom modeled on the university, whose official language is English. Part of their journey towards mastery is mission-based. Missions require students to (pro)actively use English to achieve tangible goals. Main missions are given on a weekly basis, while extra missions can be chosen from a list. They are not compulsory. Students are responsible for their own journey and track their progress through a point-based system that translates to a grading scale: the more missions students complete, the higher their grade. This paper discusses the reception of FH, insights on the changes in engagement, samples of missions, class materials and student work from the first two pilot classes.

Keywords
EFL. Gamification. Engagement. Motivation.

Creative Commons License This work is licensed under a Creative Commons Attribution 4.0 International License 

Table of contents
×
Campo DC Valore

dc.contributor.author

Lombardi Ivan

dc.title

Fukudai Hero

dc.type

Journal Article

dc.language.iso

en

dc.identifier.uri

http://doi.org/10.14277/2280-6792/ELLE-4-3-15-7

dc.description.abstract

Fukudai Hero is a gamified English class running at the University of Fukui, Japan. To gamify a class means to apply game dynamics to enhance students’ engagement and motivation. In FH students play the role of trainee heroes in Fukudai – a fantasy kingdom modeled on the university, whose official language is English. Part of their journey towards mastery is mission-based. Missions require students to (pro)actively use English to achieve tangible goals. Main missions are given on a weekly basis, while extra missions can be chosen from a list. They are not compulsory. Students are responsible for their own journey and track their progress through a point-based system that translates to a grading scale: the more missions students complete, the higher their grade. This paper discusses the reception of FH, insights on the changes in engagement, samples of missions, class materials and student work from the first two pilot classes.

dc.relation.ispartof

EL.LE

dc.relation.ispartof

Vol. 4 | Num. 3 | Novembre 2015

dc.publisher

Edizioni Ca’ Foscari - Digital Publishing

dc.date.issued

None

dc.dateAccepted

None

dc.dateSubmitted

None

dc.identifier.issn

dc.identifier.eissn

2280-6792

dc.rights

Creative Commons 4.0 Attribution alone

dc.rights.uri

http://creativecommons.org/licenses/by/4.0/

dc.subject

EFL

dc.subject

 Gamification

dc.subject

 Engagement

dc.subject

 Motivation

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