Abstract—This research investigates the effectiveness and
impacts of gamification in virtual learning in tertiary
classrooms in Hong Kong. The study focuses on the
transformation of physical and psychological behaviours of
teachers in English across curriculum and university students
towards game-based learning and their adaptability; the ease
of applicability and popularity of various gaming tools in
relation to both the educators and learners’ technological
literacy and training received, as well as equipment support
offered by educational institutions. The paper also explores the
possibility and limitations of gamification in virtual classrooms.
This accelerates future course development with
corresponding changes towards course redesign and
assessment restructuring with a switch to a new form of digital
learning experience as the trend. The study thus provides a
framework to the application of gamification in other language
subjects and contexts in classroom learning across the globe,
with reference to the motivational force and interactive
learning.
Index Terms—Gamification, virtual learning, motivation,
effectiveness.
The authors are with College of Professional and Continuing Education,
The Hong Kong Polytechnic University, Hong Kong, China (e-mail:
sumiechan731@gmail.com).
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Cite:Sumie Chan and Noble Lo, "Gamification in Virtual Learning in Tertiary Classrooms," International Journal of Languages, Literature and Linguistics vol. 8, no. 1, pp. 5-13, 2022.