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BioCraft : Using Gamification to Stimulate Students' Motivation and Acquisition of Scientific Terms in a Bilingual Classroom

Abstract

Gamification is the act of introducing game elements in any aspect of life. In this case, it is a classroom. The operating model of BioCraft was a role-playing game that reinforced deaf students' use of new vocabulary in a gamified environment. BioCraft addressed the problem of deaf students acquiring scientific terms and using these scientific terms bilingually in academic language. BioCraft also established a student-centered learning atmosphere that promoted intersubjectivity, appropriation, and self-determination. In BioCraft, students became avatars of new organisms living on a new planet who needed to learn about living systems, adaptations, and genetics in order to survive. The results of the operating model suggested that gamification had an effect on deaf students' motivation and frequency of using new scientific terms with minimal persuasion from the teacher

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