Collaboration and communication through gamification: an Animal Farm RPG for English language learners
Abstract
This paper aims to introduce a serious role-playing game (RPG) based on Orwell’s Animal Farm into the English as a Foreign Language (EFL) classroom for B2 students in a higher education context. The proposed RPG provides an innovative and engaging approach to language learning, combining gameplay and interactive tasks to enhance collaboration and students’ willingness to communicate (WTC). It involves students playing in groups through a videoconference. In order to evaluate students’ attitudes and collaborative performance, the data collection proposed involved a mixed-method approach: a pre-questionnaire to gather self-reported data on students’ WTC and behaviour in the target language; video analysis to track students’ contributions and interactions during gameplay; and a peer assessment questionnaire to evaluate teamwork and collaboration. Potential findings suggest that the real-life application of language in team gameplay provides a context for authentic language use, motivating students to communicate in English as they navigate through the game’s scenarios and interact with virtual characters, objects and peers. This authentic language use in a controlled and safe environment can improve students’ language skills and boost their confidence. However, the proposal faces several limitations, such as software compatibility issues, connectivity problems, monopolization of certain
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