Gamifying Language Testing through Web-Based Platforms
Ignatius Tri Endarto, Karin Lucia Tanojo
Ignatius Tri Endarto
Available Online August 2017.
- https://doi.org/10.2991/iconelt-17.2018.29How to use a DOI?
- gamification, language testing, language assessment, web-based learning
- In this 21st century, technology has revolutionized almost all aspects of life, including language learning. However, the trend of testing has substantially remained unchanged. Since the ultimate goal of language testing is to judge and gather information about learners' proficiency, one might archetypically describe it as either having students sit at their tables with paper and pencils trying to answer a number of questions individually and in a very formal manner, or asking them to perform something like a presentation or role play in front of the examiner. Those kinds of tests tend to bring a nerve-racking atmosphere which might hinder students in demonstrating their actual competence. Relating to the issue, this study dwells upon the use of web-based platforms in the gamification of language testing. Gamification is the adoption of game elements for non-game purposes. By promoting gamified testing via web-based platforms, this research seeks to make language assessments more fun and motivating, and of course less terrifying for learners.
- Open Access
- This is an open access article distributed under the CC BY-NC license.
Cite this article
TY - CONF AU - Ignatius Tri Endarto AU - Karin Lucia Tanojo PY - 2017/08 DA - 2017/08 TI - Gamifying Language Testing through Web-Based Platforms BT - International Conference on English Language Teaching (ICONELT 2017) PB - Atlantis Press SN - 2352-5398 UR - https://doi.org/10.2991/iconelt-17.2018.29 DO - https://doi.org/10.2991/iconelt-17.2018.29 ID - Endarto2017/08 ER -