{"created":"2024-11-07T02:46:00.794073+00:00","id":2000576,"links":{},"metadata":{"_buckets":{"deposit":"fa7924b8-25c7-4723-a4bc-435e7eb68a9a"},"_deposit":{"created_by":9,"id":"2000576","owner":"9","owners":[9],"pid":{"revision_id":0,"type":"depid","value":"2000576"},"status":"published"},"_oai":{"id":"oai:fukujo.repo.nii.ac.jp:02000576","sets":["1719218447191:1719218515320:1719298046565:1721197867033"]},"author_link":["198"],"item_1617186331708":{"attribute_name":"Title","attribute_value_mlt":[{"subitem_title":"Gamification in ELT: Studentsʼ perspectives","subitem_title_language":"en"}]},"item_1617186419668":{"attribute_name":"Creator","attribute_type":"creator","attribute_value_mlt":[{"creatorAffiliations":[{"affiliationNameIdentifiers":[{"affiliationNameIdentifier":"37118","affiliationNameIdentifierScheme":"kakenhi"}],"affiliationNames":[{"affiliationName":"福岡女学院大学","affiliationNameLang":"ja"}]}],"creatorNames":[{"creatorName":"平田, 恵理","creatorNameLang":"ja"}],"nameIdentifiers":[{"nameIdentifier":"198","nameIdentifierScheme":"WEKO"}]}]},"item_1617186476635":{"attribute_name":"アクセス権","attribute_value_mlt":[{"subitem_access_right":"open access","subitem_access_right_uri":"http://purl.org/coar/access_right/c_abf2"}]},"item_1617186626617":{"attribute_name":"Description","attribute_value_mlt":[{"subitem_description":"Traditionally, games have been utilized in English language teaching (ELT) as one of the ways to facilitate language learning. With recent technological advancements, digital games have also been developed and used in education. Studies report that such use encourages learners to engage in classroom activities using their target language, and contributes to increase learnersʼ motivation. While such benefits have been reported about the use of games, little has been confirmed in terms of the learnersʼ perception of their use. This study aims to discuss the incorporation of gamification in ELT and explore the learnersʼ experience and their perception toward the application of both traditional and digital gamified activities as a means of a questionnaire survey. Based on the findings, this paper discusses the necessary considerations for incorporating the games or digital apps with gamified elements in teaching.","subitem_description_language":"en","subitem_description_type":"Abstract"}]},"item_1617186643794":{"attribute_name":"Publisher","attribute_value_mlt":[{"subitem_publisher":"福岡女学院大学国際キャリア学部","subitem_publisher_language":"ja"},{"subitem_publisher":"Faculty of International Career Developmet, Fukuoka Jo Gakuin University","subitem_publisher_language":"en"}]},"item_1617186702042":{"attribute_name":"Language","attribute_value_mlt":[{"subitem_language":"eng"}]},"item_1617186920753":{"attribute_name":"Source Identifier","attribute_value_mlt":[{"subitem_source_identifier":"21893942","subitem_source_identifier_type":"PISSN"},{"subitem_source_identifier":"27590372","subitem_source_identifier_type":"EISSN"},{"subitem_source_identifier":"AA12715636","subitem_source_identifier_type":"NCID"}]},"item_1617187056579":{"attribute_name":"bibliographic_information","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2023-03","bibliographicIssueDateType":"Issued"},"bibliographicNumberOfPages":"13","bibliographicPageEnd":"97","bibliographicPageStart":"85","bibliographicVolumeNumber":"9","bibliographic_titles":[{"bibliographic_title":"Fukuoka Jo Gakuin University Bulletin. Faculty of International Career Development","bibliographic_titleLang":"en"},{"bibliographic_title":"福岡女学院大学紀要. 国際キャリア学部編","bibliographic_titleLang":"ja"}]}]},"item_1617258105262":{"attribute_name":"item_1617258105262","attribute_value_mlt":[{"resourcetype":"departmental bulletin paper","resourceuri":"http://purl.org/coar/resource_type/c_6501"}]},"item_1617265215918":{"attribute_name":"Version Type","attribute_value_mlt":[{"subitem_version_resource":"http://purl.org/coar/version/c_970fb48d4fbd8a85","subitem_version_type":"VoR"}]},"item_1617604990215":{"attribute_name":"File","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_access","date":[{"dateType":"Available","dateValue":"2024-11-07"}],"fileDate":[{"fileDateType":"Issued","fileDateValue":"2023-03"}],"filename":"kokusai009005.pdf","filesize":[{"value":"229 KB"}],"format":"application/pdf","mimetype":"application/pdf","url":{"url":"https://fukujo.repo.nii.ac.jp/record/2000576/files/kokusai009005.pdf"},"version_id":"a088583d-f22c-40fd-9e25-1ed63fd3c6a8"}]},"item_1623818042585":{"attribute_name":"identifier_registration","attribute_value_mlt":[{"subitem_identifier_reg_text":"10.60461/0002000576","subitem_identifier_reg_type":"JaLC"}]},"item_1720917167839":{"attribute_name":"identifier","attribute_value_mlt":[{"subitem_identifier_type":"HDL","subitem_identifier_uri":"https://hdl.handle.net11470/1067"}]},"item_title":"Gamification in ELT: Studentsʼ perspectives","item_type_id":"40001","owner":"9","path":["1721197867033"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2024-11-07"},"publish_date":"2024-11-07","publish_status":"0","recid":"2000576","relation_version_is_last":true,"title":["Gamification in ELT: Studentsʼ perspectives"],"weko_creator_id":"9","weko_shared_id":-1},"updated":"2024-12-26T03:26:37.892111+00:00"}