Nitro Type: Cascading Information through Gamification to Enhance the Communication Skills of Learners

R. Jinu and S. Shamna Beegum

Games can positively influence language learning and can be used as learning tools in appropriate circumstances. Educators can use virtual learning environments as context, providing learning tools to practice language and comprehension. Gamification is not a new buzzword in education. Educators need to have stupendous classroom management skills to implement in a language classroom. Educators‟ as well as learners‟ attitudes towards learning, have to transform to a great extend to try out gamification within the classroom, without affecting the decorum of the learning atmosphere. The affective filter hypothesis of Stephen Krashen states that various psychological barriers can hurdle the acquisition of language learning. Anxiety or fear, lack of motivation, the diffidence of the learner are some mental blocks that can affect the learning experience. The communication skills of the learners can be enhanced only with the support of a learner-friendly atmosphere. This paper is a classroom try out of a typing game, Nitro Type, to enhance the communication skills of learners, without creating the stress of learning.

Volume 11 | 11-Special Issue

Pages: 808-815

DOI: 10.5373/JARDCS/V11SP11/20193100