“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 Cover Image

“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
“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

Author(s): Joanna Pitura, Dagmara Chmielarz
Subject(s): Foreign languages learning
Published by: IATEFL Poland Computer Special Interest Group and The University of Nicosia
Keywords: gamification; CLIL; upper-secondary school; motivation; technology

Summary/Abstract: 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.

  • Issue Year: 17/2017
  • Issue No: 3
  • Page Range: 77-95
  • Page Count: 19
  • Language: English