THOMPSON RIVERS UNIVERSITY EAL Instructors’ Attitudes towards Game-based Learning Adoption in Education: Obstacles and Opportunities By Muhammad Yasir Babar A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF Master of Education BRITISH COLUMBIA, CANADA Supervisor: Dr. Karen Densky Co-Supervisor: Dr. Michelle Harrison Internal Examiner: Dr. Hilda Freimuth External Examiner: Dr. Ken Beatty i ABSTRACT Due to the importance of game-based learning (GBL) for teaching and language learning, numerous studies (Hamzah, et al., 2015; Sánchez-Mena et al., 2016; Teo et al., 2019) have looked at students’ acceptance of GBL for language acquisition. However, little research has been conducted on teachers’ attitudes towards GBL in English as Additional Language (EAL) and English as a Second Language (ESL) contexts. Qualitative study on the obstacles and opportunities of GBL from the perspective of teachers is underreported in the literature. Hence, the objective of the current study is to explore teachers’ attitudes towards GBL as well as opportunities and obstacles in an EAL context. The study used a survey and interview to collect data. The survey data was gathered from eight university EAP teachers. Four of the survey respondents participated in interviews to explore the opportunities and obstacles of GBL. The quantitative data was analyzed using descriptive statistics and the qualitative data was analyzed through thematic analysis and description. The findings of the survey data revealed that the factors of usefulness, attitude, and social influence contribute to the use of GBL. The analysis of the interview data highlighted some themes associated with opportunities of GBL such as student-centeredness, self-discovery, improvement of different language components, fun learning, and motivation, while three themes, namely preparation time, reluctance to use, and learning style, were highlighted as the obstacles of using GBL. The implication of the study is that teachers acknowledge the benefits of GBL but they need support and further professional development to help overcome the obstacles of GBL. Keywords: game-based learning, English as Additional Language/ English as a Second Language teachers, opportunities, obstacles, unified theory of acceptance and use of technology i ACKNOWLEDGEMENTS I would like to thank both my thesis supervisors, Dr. Karen Densky and Dr. Michelle Harrison for their persistent support and guidance. They provided encouragement and were always willing and enthusiastic to assist in any way they could throughout the research project. I would also like to express my deepest gratitude to my parents for their immeasurable love and support. They have helped me to reach this stage in life. In addition, i am thankful to my friends who have always supported me with their thought-provoking discussions and suggestions. i DEDICATION This thesis is dedicated to my parents who have always been a source of inspiration for me. Without their endless support, I would never have been able to complete my graduate studies. I appreciate everything that they have done for me throughout the process. i TABLE OF CONTENTS ABSTRACT ........................................................................................................................... i ACKNOWLEDGEMENTS ................................................................................................... i DEDICATION ....................................................................................................................... i LIST OF TABLES ................................................................................................................. i LIST OF FIGURES ............................................................................................................... i LIST OF ACRONYMS AND INITIALISMS ..................................................................... ii Chapter 1: Introduction ....................................................................................................... 3 Chapter 2: Review of the Literature .................................................................................... 7 2.0 Introduction ...................................................................................................................... 7 2.1 Defining Gamification ...................................................................................................... 7 2.1.1 Designing Gamification .............................................................................................. 8 2.2 Differences between Games, Gamification, and Game Based Learning (GBL) .................10 2.3 Gamifying in the Educational Context .............................................................................10 2.4 Use of Gamification .........................................................................................................11 2.4.1 Attitude .....................................................................................................................12 2.4.2 Opportunities .............................................................................................................15 2.4.2.1 Increased Motivation ..............................................................................................15 2.4.2.2 Perceived Usefulness ..............................................................................................17 2.4.2.3 Perceived Social Influence ......................................................................................18 2.4.3 Obstacles ...................................................................................................................19 2.4.3.1 Resources ...............................................................................................................19 2.4.3.2 Time .......................................................................................................................20 2.4.3.3 Teachers and Learner Preferences ...........................................................................21 2.5 Gamifying in Language Learning .....................................................................................22 2.6 Gamyfying and Affective Filter .......................................................................................23 2.7 Student-centered versus Teacher-centered Approaches ...................................................24 2.8 Theoretical Framework ....................................................................................................25 2.8.1 Unified Theory of Acceptance and Use of Technology (UTAUT) .............................25 2.8.2 Technology Acceptance Model..................................................................................27 2.8.3 The UTAUT & TAM Framework ..............................................................................28 Chapter 3: Methods .............................................................................................................30 i 3.1 Research Design ..............................................................................................................30 3.1.1 Justification of Method Selection ...............................................................................30 3.2 Researcher Statement .......................................................................................................32 3.3 Data Collection Methods..................................................................................................34 3.3.1 Survey .......................................................................................................................34 3.3.2 Interview ...................................................................................................................34 3.4 Participant Selection ........................................................................................................35 3.5 Data collection .................................................................................................................35 3.6 Analysis ...........................................................................................................................36 3.6.1 Emergent Coding Structure........................................................................................36 3.7 Trustworthiness ...............................................................................................................36 Chapter 4: Results ...............................................................................................................39 4.0 Introduction .....................................................................................................................39 4.1 Background of Participants ..............................................................................................39 4.2 Opportunities for Using GBL ...........................................................................................40 4.2.1 Usefulness .................................................................................................................40 4.2.2 Control over Teaching ...............................................................................................41 4.2.3 Improving the Quality of Work..................................................................................42 4.2.4 Communication and Interaction .................................................................................44 4.2.5 Increasing Motivation ................................................................................................44 4.3 Attitudes towards GBL ....................................................................................................45 4.3.1 Fun and Enjoyment in GBL .......................................................................................47 4.3.2 Comfort Level in Using GBL ....................................................................................48 4.4 Social Influence ...............................................................................................................49 4.4.1 Encouragment from Respected People .......................................................................50 4.4.2 Peer/coworker Influence ............................................................................................51 4.4.3 Effect of Influential People ........................................................................................53 4.4.4. Sharing with Colleagues ...........................................................................................54 4.5 Use of GBL .....................................................................................................................55 4.5.1 Frequency of Use ......................................................................................................55 4.5.2 Future Use of GBL ....................................................................................................57 4.6 Obstacles of Using GBL ..................................................................................................59 4.6.1 Lack of Time .............................................................................................................59 4.6.2. Lack of Resources ....................................................................................................60 ii 4.6.3. Student Preference ....................................................................................................61 Chapter 5: Discussion and Recommendations ...................................................................64 5.1 Opportunities ...................................................................................................................64 5.2 Obstacles .........................................................................................................................66 5.3 Implications .....................................................................................................................68 5.3.1 Teachers ....................................................................................................................68 5.3.2 Students.....................................................................................................................70 5.3.3 Administrators ...........................................................................................................71 5.4 Limitations of the Study ...................................................................................................73 5.5 Future Work ....................................................................................................................74 Chapter 6: Conclusion .........................................................................................................75 APPENDICES .....................................................................................................................88 Appendix A - EAL teachers' attitudes towards game-based learning technology ....................88 Appendix B - Survey Consent ................................................................................................90 Appendix C - Survey Questionnaire .......................................................................................95 Appendix D - Interview Consent ............................................................................................99 Appendix E - Interview Protocol.......................................................................................... 102 Appendix F - Ethics Approval ............................................................................................. 103 iii LIST OF TABLES TABLE 1...................................................................................................................................... 9 TABLE 2.....................................................................................................................................40 i LIST OF FIGURES FIGURE 1…….……………………………………………………………………………………..5 FIGURE 2……………………………………………………………………………………….....25 FIGURE 3……………………………………………………………………………………….....27 FIGURE 4……………………………………………………………………………………….....31 FIGURE 5……………………………………………………………………………………….....40 FIGURE 6……………………………………………………………………………………….....41 FIGURE 7……………………………………………………………………………………….....42 FIGURE 8……………………………………………………………………………………….....45 FIGURE 9……………………………………………………………………………………….....46 FIGURE 10…………………………………………………………………………………….......48 FIGURE 11…………………………………………………………………………………….......49 FIGURE 12…………………………………………………………………………………….......51 FIGURE 13…………………………………………………………………………………….......52 FIGURE 14…………………………………………………………………………………….......53 FIGURE 15…………………………………………………………………………………….......55 FIGURE 16…………………………………………………………………………………….......57 i LIST OF ACRONYMS AND INITIALISMS BI Behavioral Intentions EAL English as Additional Language ELLT English Language Learning and Teaching ESL English as a Second Language GBL Game-based Learning IDT Innovation Diffusion Theory IS Information System MM Motivational Model MPCU Model of PC Utilization PI Principal Investigator PU Perceived Usefulness SCT Social Cognitive Theory TAM Technology Acceptance Model TPM Theory of Planned Behavior TRA Theory of Reasoned Action TRU Thompson Rivers University UTAUT Unified Theory of Acceptance and Use of Technology ii Chapter 1: Introduction Before the world was changed by COVID-19 in 2020, I was volunteer teaching English to English as an Additional Language (EAL) learners (18+ years) in an English language classroom at Kamloops Immigrant Services in Kamloops, British Columbia, Canada. Most of the students were from Asian and Arab countries. I was supposed to teach my students with traditional lesson plans. One day, I chose to use an online game platform called Kahoot. Kahoot is a game-based learning platform used in educational institutes for enhancing learning. It covers user-generated multiple-choice quizzes which can be accessed through the web browser of the Kahoot application. I noticed that my students immediately became engaged, and they were excited about getting into teams and participating in the competition. This experience led me to undertake the study of game-based learning (GBL) in English language teaching. In 2007, with the increase in online games for entertainment, there has been a wider use of online games in education (Sobocinski, 2018; Zarzycka-Piskorz, 2016). Games act as a catalyst in educational contexts in that they enhance students’ motivation to engage in different learning and task completion activities. Consequently, the concept of gamification emerged and game-based learning (GBL) in education expanded. Gamification is defined as, “the use of game design elements in non-game contexts and it is gaining momentum in a wide range of areas including education” (Sanchez-Mena et al., 2017, p.434). In GBL students engage in active learning within a game framework to reinforce specific learning objectives as well as measurable outcomes connected to the curriculum. In GBL, the game is used as the learning experience, while in gamification, the game elements are added to the conventional method of teaching (Brude, 2014: TürkDilKurumu, 2017). In this study, the focus was originally on gamification; however, during the data collection phase it was clear that the participating teachers use GBL rather than gamification to teach students. A further definition of both terms follows. 3 GBL is not a new concept, but the term gamification has been implemented in education for teaching and learning different subjects since 2000 (Barab & Dede, 2007; Zarzycka-Piskorz, 2016). Santos-Villalba et al. (2020) argue that the aim of gamification is “to encourage curiosity towards learning new content; to adapt to the learning pace of the students; to motivate and generate a good climate in the classroom” (Santos-Villalba et al., 2020, p.14). An in-depth definition of GBL will be provided in the following chapter. After exploring the literature on education and GBL, various factors related to the use of GBL by teachers emerged. These include factors such as usefulness (Sánchez-Mena et al., 2016; Teo et al., 2019 ; Yoo et al., 2017; attitude (Alabbasi, 2018; Sánchez-Mena et al., 2017; Yüksel & Durmaz, 2016), and social influence (Ssekibaamu, 2015; Yüksel & Durmaz, 2016). These will be fully discussed in the literature review section in Chapter two. Teachers are classroom leaders with a crucial role in using innovative methods of teaching such as gamification (Alabbasi, 2018). In this vein, Martí-Parreño et al. (2016) acknowledge, “Teachers will play a key role in adopting the use of gamification in their courses based on their attitude towards gamification” (p.683).While studies indicate that students have positive attitudes towards gamification, little evidence is available regarding teachers’ perspectives of gamification (Sánchez-Mena et al. 2016). Martí-Parreño et al. (2016) agree, “despite an increasing academic interest in gamification over the last years, teachers’ attitude towards gamification and actual use of gamification remains a neglected research area” (p. 682). Games are used not only for entertainment but also for academic purposes. GBL and gamification have attracted the attention of scholars in the field of language teaching and learning through the adoption of game design elements and principles that are used to enhance language learning. This happens by providing an encouraging environment where students are motivated and engaged in GBL activities with enjoyment (Asiri, 2017; Yang et al., 2016). For English language teachers, GBL is used to motivate students and engage them in different fun language learning activities. According to Alfulaih, (2018) and Asiri (2019), a large number of English teachers are struggling to motivate and engage students in language learning tasks and activities. 4 GBL and gamification not only enhance the learning of writing, reading, speaking, vocabulary, grammar, but also encourage collaboration. Gamifying helps improve language skills and components in a fun way (Escudero Mancebo, 2015). We need to be “gamifying the L2 classroom and interaction” (Flores, 2015). Shatz (2015) explores that how risk-taking through GBL leads to language learning, particularly vocabulary enhancement. Rawendy et al. (2017) conducted an experimental study to look at the effects of GBL on learning the Chinese language and found that it positively impacts language learning. Franciosi (2017) discussed how computer-based GBL can help improve vocabulary. However, Šlibar et al. (2018) reported that teachers were not aware of the significance of GBL in education. Further details on these studies will be presented in the Literature Review. There are very few studies on teachers’ perspectives of GBL, particularly in the language learning context. Sánchez-Mena et al. (2017), for example, in a previous study on language learning and GBL, highlight the paucity of studies on GBL use among language teachers (Asiri, 2019). Hence, we need more studies to explore teachers’ perceptions of GBL in the English language learning classroom (Alabbasi, 2018). This is a gap in the literature this study hopes to fill. Thus, the present study was undertaken to bridge the gap in the literature and address the following research questions: 1. What are the opportunities for using GBL in EAL classrooms? 2. What are the obstacles for using GBL in EAL classrooms? This study aims at exploring (EAL) teachers’ attitudes towards GBL in terms of opportunities and challenges in language teaching and learning. To develop a deeper understanding of the complex nature of GBL in an EAL context, a mixed method study that involved multiple sources of evidence, quantitative and qualitative data from a survey and qualitative data from interviews with EAL instructors, was undertaken. Unified Theory of Acceptance and Use of Technology (UTAUT) (Venkatesh et al., 2003) is applied to the study as a theoretical framework from the perspectives of English teachers to assist in understanding, conceptualizing, and interpreting the information of GBL 5 opportunities and obstacles. This theory has been instrumental in exploring and analyzing attitudes of teachers towards GBL opportunities and obstacles in EAL (Asiri, 2019). UTAUT provides a concrete structure without the elimination of the possibilities of dynamic changes and interactions taking place among the constructs connected with GBL. The theory focuses on the use of GBL by EAL teachers without losing the individual perspectives of participants as persons creating, leading, and experiencing the phenomenon. The theoretical framework will be fully described in the next chapter. An outline of methodology will be followed by the analysis and discussion of data gathered through surveys and interviews from English teachers at Thompson Rivers University (TRU), a mid-size, comprehensive university located in Kamloops, British Columbia, Canada. The final chapter proposes implications and recommendations for stakeholders: teachers, students, curriculum developers, and policy makers. This project focuses on teachers’ attitudes towards GBL and deepens our understanding and provides insights into opportunities and obstacles of GBL in education, particularly in EAL contexts – consequently aiding in supporting the use of GBL while at the same time addressing the barriers. It opens conversations on the use of a new approach to language learning. Furthermore, the study may ameliorate the issues of GBL and foster integration of GBL into language learning. However, a great amount of literature review in this study refers to gamification. This is because initially the current study focused on gamification use in EAL language teaching and learning context, nevertheless, it turned out that most of the study participants were highlighting the term GBL and a great bulk of obtained data was representing use of GBL. Consequently, this study uses gamifying as an umbrella term covering both GBL and gamification. 6 Chapter 2: Review of the Literature 2.0 Introduction With technology being ubiquitous, students need to be able to use it effectively. Digital literacy should, therefore, be a part of any curriculum which can lend support to learning catering to the needs of students with learning preferences. Teachers must find solutions to critical issues associated with learners’ different learning styles and interests (Kiryakova et al., 2014). Teachers should employ different teaching approaches and methods that enable students to actively participate in class activities with strong motivation to engage in their learning. This is where gamifying as an educational approach and technique can play an important role by enhancing learners’ motivation and engagement. This chapter presents the literature review on gamification and GBL as well as presents an overview of the theoretical framework which underpins the study design. I will first define gamification and GBL and how they are used in educational contexts and specifically in EAL contexts. Subsequently, I will look at the literature related to opportunities and obstacles connected with the adoption of GBL in general educational contexts, and finally outline the theoretical framework that I will use to ground my study. Figure 1 demonstrates the components of gamifying, as an umbrella term, covering gamification and GBL. Figure 1 Gamifying: gamification and game-based learning Gamifying Game Based Learning (GBL) Gamification 2.1 Defining Gamification A wide array of definitions for gamification has been proposed. Deterding et al. (2011) defined gamification as, “an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience and user engagement” (p.2425). Mena et al. (2017) define gamification as, “the use of game design elements in 7 non-game contexts, and it is gaining momentum in a wide range of areas including education” (p. 434). According to Kim and Lee (2015), “the main goal of gamification is to encourage greater engagement in people and aiding in creating richer experiences in everyday life events through game mechanics and most importantly, with more enjoyment” (p.8484). Some principles such as play, challenge, control, rewards, and curiosity are commonly embedded in games which make the participation of learners in gamification more engaging and meaningful (Barab et al., 2005). Werbach and Hunter (2012) described gamification as the technique of using game design and game elements in non-game contexts. Korkealehto and Siklander (2018) note that gamification helps to address the issue of students’ engagement in traditional learning settings where students’ engagement has been on the decline, resulting in less learning taking place. It is believed that gamification triggers interest and enhances engagement in learning activities (Su & Cheng, 2015). Similarly, Su and Cheng (2015, p. 269, as cited in Martí-Parreño et al., 2016) include engagement in their definition, stating gamification is “the use of game design elements and game mechanics in non-game contexts in order to engage people and solve problems” (p. 683). It is associated with the processes and activities that lead to problem solving using game elements (Deterding et al., 2011).Gamification employs elements from theories and game design which eventually suit it to be applied to educational contexts where the elements of engagement, motivation, enjoyment, positive attitudes, knowledge, and skill learning facilitation are highlighted (Hanus & Fox, 2015; Sobocinski, 2018). In the current study, gamification is defined as an approach which adopts game elements from both traditional and web-based games to create a motivating, engaging, and interesting classroom atmosphere where language learning takes place. 2.1.1 Designing Gamification Designing games involves the selection of different game elements. Game elements refer to the regular pattern designs that are used to design games. Game elements include points, leaderboards, badges, progression charts or progress bars, levels, quests, performance graphs, rewards, social elements, and avatars (see Table 1). Each of these game elements has different purposes and can be adapted to different contexts such as business, work, or education. 8 Table 1 Game elements and definitions Game element Definition Points Refer to numeric accumulation according to certain activities Badges Refer to the visual representations of achievement shown online Leaderboards Refer to ranking the players based on successes Progress bars/Progression Used to show a player’s status Performance graph Used to show the performance of player Quests Refer to the tasks that players must fulfill in a given game Levels Refer to a part or section of the game Avatars Refer to the visual representations of a player Social elements Refer to the associations with other users through the games Rewards/reward system Refer to a system that motivates players that complete a quest Source: adopted from Flores (2015, p.39) In educational contexts, each game element has the potential to improve language teaching and learning (Cahyani, 2016). Most games have these elements embedded and follow a systematic plan. According to Flores (2015), three basic elements are integrated in every game, namely rewards, progression, and meta-centered activities. Notably, all game activities appear to be meta-centered as they focus on specific objectives in which the players need to defeat obstacles and conditions to accomplish a quest and win. Correspondingly, in each context, the game uses a mechanism to help the players get a reward system (Bicen & Kocakoyun, 2018). Pho and Dinscore (2015) contend that gamification incorporates different game elements such as points, levels, leaderboard, time restrictions, challenges, incentives, competitions, and feedback loops that encourage students to achieve educational goals. The main emphasis is to increase participation and engagement by motivating the users. Various research studies have explored the advantages of using gamification. (AlMarshedi et al., 2017; Bovermann et al., 2018; Hamzah, et al., 9 2015; Korkealehto & Siklander, 2018) and obstacles (Sánchez-Mena & Martí-Parreño, 2017; Šćepanović, Žarić, & Matijević, 2015) towards using gamification. 2.2 Differences between Games, Gamification, and Game Based Learning (GBL) A game is defined as an entertainment which has certain rules that users need to follow which enhances the intelligence and talent of users while enjoying playing the games (TürkDilKurumu, 2017). In gamification, a game is used as an element or tool added to education process to achieve specific targets in education where it is not game-oriented (Bruder, 2014). In GBL, learners play games to arrive at educational targets which play a key role in the process of learning (Kim, Park & Bae, 2009). In using gamification, games do not replace the learning process, but help make learning more interesting and motivate students to participate in learning activities (Codish & Ravid, 2014). Teachers use gamification in a non-game-oriented environment to change it into a game environment through utilizing game elements and principles, while in GBL, they enhance the teaching of any subject in part by making use of games. Hence, the current study refers to GBL to explore how and why teachers use games to teach subjects. 2.3 Gamifying in the Educational Context Gamifying in education is not a new concept; however, the terms GBL and gamification have only been around since the early 21st century (Sobocinski, 2018; Ssekibaamu, 2015). There are numerous reasons for spending significant amounts of time playing games. Whether games are played for relaxation or sheer enjoyment or to satisfy our needs to compete, they are a part of our daily lives. Game concepts are being increasingly incorporated into areas other than just standard playing environments. GBL is utilized as a tool to inspire behavioral change and stimulate desired attitudes in many fields including education (AlMarshedi et al., 2017). It is widely agreed that GBL is gaining popularity in educational contexts. Galbis-Córdoba et al. (2017) concur that gamification is currently gaining momentum in educational contexts as it positively contributes to motivation and engagement of students in the learning process. Specifically, gamification is also popular in the context of language teaching and learning. 10 Flores (2015) discussed the second language learning methodology approaches, integration of technology towards L2 instruction, gamification as a concept, motivational theory, and educational implications for integrating the gamification strategy effectively. His research study found that the use of gamification in L2 learning contributes positively to the language learning experience; however, the use of gamification needs to be done with precaution. The reason is that sometimes gamification can lead to negative competition or be taxing for some students – which consequently could be counterproductive (Flores, 2015). Similarly, Cahyani (2016) carried out a research study involving 30 primary school students (18 males and 12 females) to build a better understanding of how gamification can efficiently be used in education. This was done through an experiment and survey. The study findings reveal that games are engaging when used in a pedagogical context through enhancing students’ motivation and providing enjoyment and fun in the learning environment. 2.4 Use of Gamification Actual use of gamification provides good insights into the role of gamification related to teaching methods in higher education particularly in second language learning. The use of gamification is determined by different factors. Factors such as positive attitude (Chen, 2018; Martí-Parreño et al., 2016), usefulness and ease of use of gamification (Sánchez-Mena et al., 2016), and motivation (Chen, 2018) feature dominantly here. MartíParreño et al. (2016) examined university teachers’ perspectives of gamification use. Their study adopted a survey approach involving 98 teachers. The findings of the study revealed that teachers overall had positive attitudes towards gamification use although only 11.3% of them used gamification regularly. Similarly, Sánchez-Mena et al. (2016) investigated teachers’ intentions to use gamification through examining a model developed based on the Technology Acceptance Model (TAM). They used a survey with a questionnaire to examine the model. The findings of the study indicated that the usefulness and ease of use of gamification had a strong positive effect on the intention to use gamification. In a relevant study, Chen (2018) carried out a survey study to explore students’ intention to use gamification by examining the theory of planned behavior. The study found that attitudes along with other factors (perceived mobility, user experience, perceived benefits, perceived value, utilitarian and hedonic features and brand equity) affect students’ use of gamification. 11 Chen (2018) recommended that both intrinsic and extrinsic motivation of students should be addressed purposefully to fully benefit from gamification. He further suggested that the flow of the gamification experience and cognitive load be considered in designing games. Sanchez-Mena et al. (2016) analyzed the role of perceived usefulness and perceived ease of use in student teachers’ intentions to use gamification. Student teachers completed a tenhour seminar on gamification in which they were asked to design a gamified learning activity as part of their learning program and data was collected through a questionnaire. The study revealed that student teachers’ perceived usefulness and ease of use correlates with their intention to use gamification in their courses. Rahman et al. (2018) studied the use of gamification among college students who were studying database design. The study involved 50 students and examined the usefulness, ease of use, attitudes towards gamification, and the use of gamification. Overall, their findings indicated that usefulness, ease of use, and attitude have positive associations with the use of gamification. Studies show the impact of gamification use on language learning (Franciosi, 2017; Rawendy et al., 2017). Rawendy et al. (2017) conducted an experimental study to look at the effect of gamification on learning the Chinese language. Based on pretest and post-test results, it was indicated that gamification provides a positive learning environment for language learning and helps students to improve themselves in learning the Chinese language. Franciosi (2017) discussed how computer game-based learning can help to improve vocabulary. The study consisted of an experiment on the use of this type of GBL by involving university students who were learning English as a second language. It was found that GBL assists students to improve their vocabulary knowledge as well as transfer the acquired words to a different context such as a writing task. After considering the many benefits that have been found for using GBL, one of the significant factors influencing the use of gamification is the user’s attitude toward gamification. 2.4.1 Attitude One of the important factors that impacts the use of gamification is the attitude of teachers towards gamification. The attitude of teachers is actually a deciding factor to successful implementation of any new approach in education, including technology in a learning environment (Zain et al., 2005). Attitude is a basic element which assesses users’ 12 thinking and belief about the use of a system. It is measured through self-report scales such as cognition, behavior, and affectivity (Bohner & Dickel, 2011; Yüksel & Durmaz, 2016). The positive attitude of the users encourages them to use education technology (AbdelMaksoud, 2018). Hamari and Koivisto (2013) acknowledged that the attitude of a user can help to predict the use of gamification. Kao and Tsai (2009) discussed that the negative or positive attitudes of teachers towards technology can easily predict their intention to use it. Likewise, Teo et al. (2019) contended that the attitude of users had an essential role in their willingness to use technology for educational purposes. Another study showed that teachers’ attitudes evidently help to determine their intention towards adopting educational technology (Abdel-Maksoud, 2018). Therefore, teachers are inclined to use technology in the classroom if they have a positive attitude towards gamification. Yüksel and Durmaz (2016) examined the effect of social influence on students’ attitudes towards gamification use. They collected data through a survey involving 325 students who were selected through convenience sampling. Data analysis indicated that social influence significantly affects attitudes towards gamification, and there was a strong relationship between attitudes towards the purchase of gamification and the use of gamification. De-Marcos et al (2017) discussed a social gamification approach along with a tool designed to deal with students’ motivational affordance such as competence, relatedness, and autonomy. Students’ perspective of the new tool was examined involving a sample of 374 students who answered the test. The results revealed that social gamification contributed to improvement in academic performance and promoted social interaction. The researchers recommended that teachers need to be cautious in designing gamification as it requires deep knowledge of the motivational affordance of students. Galbis-Córdoba et al. (2017) attempted to explore the main drivers of students’ perspectives of using gamification through adopting a survey approach using questionnaires completed by 128 university students. The study indicated that students’ attention, relevance, and confidence positively impacted their use of gamification. Boyinbode and Tiamiyu (2020) carried out a survey study to investigate students’ attitudes towards mobile gamification for language learning. The study sample comprised 71 secondary school students. It was found that students’ vocabulary knowledge notably 13 increased and that their interest in learning interest was fostered through the use of gamification. Cahyani (2016) carried out a review study on the role of gamification in raising motivation and language learning. The study surveyed a sample of 30 students to explore their views of the effects of gamification on language learning regarding the factors of enjoyment, engagement, and motivation. The study found that 70% of students believed that gamification brought happiness; 73.33% agreed that gamification was very interesting; and 83.33% were of the opinion that gamification is challenging but motivating. The researcher suggests that gamification should be used to try new things without the fear of making mistakes. The researcher also emphasizes that students need to deliberately participate in gamification to effectively benefit from it. Alabbasi (2018) investigated teachers’ perceptions of gamification in online learning. The study used a sample of 47 in-service and pre-service teachers in a survey study. Overall, the study revealed that teachers had positive perspectives towards gamification. They also acknowledged that gamification enhanced students’ motivation from the teachers’ perspectives; however, a few teachers were concerned about the negative impact of gamification on students. About 22% of teachers believed that incorporating game elements such as badges, points, and leaderboards could negatively impact students’ learning. Sánchez-Mena et al. (2017) investigate teachers’ attitudes towards gamification using a survey approach. The study involved a sample of 312 university lecturers. It was found that a positive attitude was a factor that significantly affected teachers’ intentions to use gamification. Likewise, Martí-Parreño et al. (2016) conducted a survey study involving 98 teachers serving universities. Teachers found gamification is a good idea (mean=4.42/5) and perceived it as something positive (mean=4.28). The study reported that 38.10% of participants had never used gamification in teaching, while 61.90% had utilized in their courses while only 11.3% used gamification regularly. In another study, Aleksic-Maslac et al. (2017) found that lecturers had positive attitudes towards gamification. In summary, the review of the literature demonstrates that some studies are not conclusive with mixed findings which lead to a further exploration of the research on opportunities and obstacles of gamification. 14 2.4.2 Opportunities According to the literature, gamification provides a number of opportunities for learners such as increasing motivation and engagement, increasing enjoyment, and increasing learning. 2.4.2.1 Increased Motivation Motivation is an important factor driving human behaviors, one that should be taken into account in relation to gamification (AlMarshedi et al., 2017). Motivation is defined as a desire to carry out something. This manifests in two ways, namely intrinsic and extrinsic. Intrinsic motivation is associated with internal desire and longing to do things out of love or enjoyment (Ryan & Deci 2000 as cited in AlMarshedi, et al., 2017), while extrinsic motivation refers to carrying out things merely for their outcome (Ryan & Deci, 2000 as cited in AlMarshedi et al., 2017).Gamification is gaining ever-growing popularity and is regarded as an effective way to enhance student’s motivation and engagement in learning activities (Hamzah, et al., 2015; Bovermann et al., 2018). Korkealehto and Siklander (2018) agree that “(g)amification offers one option to trigger interest and enhance engagement in learning activities” (p.13). Playing games in the classroom enhances motivation which is stressed by Zarzycka-Piskorz (2016) who acknowledged that “there is strong evidence that shows the relationship between game playing and increased motivation” (p.17). The literature indicates that gamification increases motivation. Santos-Villalba et al. (2020) conducted a survey involving 187 university students and found that the students had a positive attitude towards gamification and reported that gamification motivates both students and instructors. Hamzah, et al. (2015) conducted an experimental study involving 24 students to examine the effect of gamification on learners’ motivation in utilizing elearning apps adopting motivational design. The findings showed that gamification strongly influenced students’ motivation. In a mixed method study involving the surveying of 32 students and interviewing eight students, Bovermann et al. (2018) found that students had positive attitudes towards gamification in online learning where 80% of them had intrinsic motivation towards the use of gamification. According to Flores (2015), gamification “empowers and engages the learner with motivational skills towards a learning approach and sustaining a relaxed atmosphere” (p.32). 15 Similarly, Iaremenko (2017) attempted to explore the potentials of gamification in the EAL classroom and how gamification increased students’ motivation. The study involved a sample of the 120 students who filled out questionnaires. They found that gamification strongly contributed to fun, motivation, and language learning. Korkealehto and Siklander (2018) carried out a study to inspect the potential of gamification for language learning from the perspective of students through investigating students’ engagement, language learning and enjoyment. Involving 23 students, the study collected data through students’ learning diaries and questionnaires. Three gaming applications, namely Seppo, Kahoot, and Padlet were used. The results revealed that gamification led to engagement, enhancing language learning, and positive, enjoyable learning experiences. In another study, Iten and Petko (2016) conducted a quantitative study involving 74 students that explored self-reported cognitive and motivational learning gains. The findings also indicated that anticipated enjoyment played a role, though minor, in the willingness to use games. Zarzycka-Piskorz (2016) discussed how and why Kahoot increased students’ motivation to learn grammar. The sample study was composed of 112 students who answered a survey questionnaire. The findings showed that 68% of students considered gamification as fun and 90% acknowledged that they learned different grammar components through gamification. It was also found that gamification increases motivation and causes enjoyment. Nevertheless, 32% held opposing views and around 30% were indifferent. Hanus and Fox (2015) conducted a longitudinal experimental study using psychological, motivational, and behavioral measures, in which 80 students divided into two groups (experimental and control) participated. Out of the 80 participants, 71 answered the four surveys that were administered during the 16-week semester. The experimental group was required, as part of the class grade, to complete the badge system, while the control group was only given the same lectures, exams, and assignments. The findings showed that students from the experimental group showed less motivation, empowerment and satisfaction compared to the control group. Additionally, the students in the gamified course had lower final marks which had an association with low motivation. They recommended that care should be taken when planning to use gamification since it might be 16 counterproductive. So though many studies have found that gamification enhanced motivation and learning, there have also been conflicting and inconclusive results with some research posting opposite findings. Overall, it is believed that gamification improves and enhances language learning, which is associated with its usefulness, but some cautions about implementation and use should be considered. 2.4.2.2 Perceived Usefulness Perceived usefulness is a person’s belief about a specific system that could help them to improve their performance (Davis, 1985; Ventakesh et al., 2003). Moreover, a user who uses technology such as gamified applications, will enhance their personal interaction, save time, have control over the process, and improve their performance (Gallego et al., 2008). One of the significant factors that affects the use of gamification is its perceived usefulness. Yoo et al. (2017) found that the perceived usefulness of gamified applications unveiled users’ willingness to use it. They found that usefulness and perceived enjoyment had a positive impact on the users’ use of gamified in the tourism industry. In an educational context, Sánchez-Mena et al. (2016) investigated teachers’ intention to use gamification through examining a model based on the Technology Acceptance Model (TAM). Teachers filled out a questionnaire, and the findings of the study indicated that usefulness and ease of use of gamification had a strong positive effect on the intention to use gamification. On the other hand, Wong (2016) examined primary teachers’ technology acceptance and use by involving 185 teachers. The study used questionnaires to collect data. However, contrary to the common belief, this study found that usefulness and ease of use were not the predictors of technology use. The literature indicates that in general, the findings of the previous studies on the impact of usefulness are mixed and inconclusive. Speaking about the effects of perceptions of usefulness on gamification it was found that very few studies examined this area, particularly teachers’ perceptions in an EAL context; however, social influence has been found to be a more significant factor in determining teacher’s willingness to use gamification. 17 2.4.2.3 Perceived Social Influence Social influence causes people to perform specific actions. Social factors have an important role in determining the implementation of gamification. AlMarshedi et al. (2017) believed that social factors compared to technological factors have a stronger influence on the use of gamification. Therefore, a user’s opinion towards gamification could be affected by social behavior as well as their performance specifically in a collectivist culture. Findings of several studies concur that social influence has an important role in affecting people’s attitude towards using technology (Gallego et al., 2008; Hamari & Koivisto, 2013; Yüksel & Durmaz, 2016). Moreover, social influence will directly influence the behavioral intentions regarding a person's willingness to use technology (Venkatesh & Davis, 2000; Wang & Wang, 2010). Hao (2017) stated that the combination of social influences, specifically subjective norms and social image, act as the determinants for technology adoption, and numerous studies on different social influence factors have considered social influence as a fundamental factor for using technology (Hamari & Koivisto, 2013; Yüksel & Durmaz, 2016). Yüksel and Durmaz (2016) found that there is a strong relationship between social influence and attitudes towards gamification and its use. Ssekibaamu (2015) adopted a survey approach to explore teachers’ perspectives of gaming through examining UTAUT. The findings showed that there were significant relationships between core constructs of UTAUT theory such as social influence along with performance expectancy, effort expectancy, social influence, and facilitating conditions and the use of gaming. In another relevant study, Asiri (2019) adopted a descriptive and correlational research design in which he investigated three essential variables that may influence language teachers’ behavioral intentions (BI) to use gamification. He collected data through a questionnaire involving the responses of 157 teachers. He discovered that there was a positive relationship between behavioral intentions to use gamification and affective and cognitive attitudes, perceived usefulness, and perceived social influences. Likewise, Hamari and Koivisto (2013) examined the effect of social factors on gamification use. They collected data from a sample of 107 participants through a questionnaire. The findings revealed that social influences and attitudes towards gamification positively influenced the use of gamification. Abu-Dawood (2016) conducted a review on studies on gamification in an educational context. They attempted to test the impact of specific game design elements 18 on some psychological outputs such as attitude, enjoyment, motivation, and behavioral outcomes. They found that different game elements upheld different cognitive and social motivational affordances considering the aim of usage as well as the context. Therefore, a review of the extant academic literature showed that the factors of teachers’ attitudes, perceived usefulness, and social influence might affect their intention to use gamification and in turn their actual use of this approach. However, some studies have come up with contending findings. The literature review shows the findings of past studies are not consistent; hence, studies are needed to examine the effects of social influence factors on gamification in a different context. There is a paucity of empirical exploratory studies on teachers’ attitudes on gamification, and a further lack of studies that specifically relate to EAL teachers. There is also a lack of studies on the relationship between social influence, perceived usefulness, behavioral intention, and gamification use in the context of EAL teaching and learning. Additionally, little research has been conducted on the “why” of using or not using gamification even though gamification is believed to boost learning in different subjects including language learning. 2.4.3 Obstacles Although gamification represents new opportunities in education, including language teaching, and learning, it also poses challenges to teachers. Teachers must decide whether to implement gamification or not in the view of expected challenges (Sánchez-Mena et al., 2017). There are some obstacles to the use of gamification such as time for preparation and implementation of new materials, finding new equipment, lack of resources, and students’ preferences. According to Sánchez-Mena et al. (2017), “Despite increasing academic research exploring the use of gamification in education, little is known about teachers’ main drivers and barriers to using gamification in their courses” (p.434). This means that there might be different barriers to the adoption and implementation of gamification. In the following sections, three obstacles of using gamification are discussed: resources, time, and preferences. 2.4.3.1 Resources Suitable resources are needed for problem-based language learning through gamification (Cornillie et al., 2012). Sánchez-Mena et al. (2017) adopted a 19 phenomenological approach in their study and interviewed 16 university teachers online to get their insights into the opportunities and obstacles of gamification. The findings of the interview data analysis showed that four factors such as attention-motivation, interactivity, entertainment, and ease were the driving forces for using gamification. However, lack of resources was one of several obstacles and barriers identified related to the implementation of gamification. Lack of resources in terms of training, classroom setting, time, and economic support were highlighted by respondents. In terms of training, Sánchez-Mena et al. (2017) found that teachers lacked appropriate training on using online gamification applications such as Kahoot. In terms of time, they complained that much more time was needed to design and plan gamification. It was also argued that the classroom setting was a barrier to gamification activities. Classroom settings with fixed lecture-style seating that is conducive to listening to a lecture cannot be conducive for using gamification. Another issue was a lack of economic support which was highlighted by teachers as an obstacle to gamification use. Some teachers may assume that gamification involves the application of expensive hardware and software which might not be affordable by all institutes. In another example, Lifanova et al. (2016) carried out a qualitative study through interviewing refugees who were learning the German language in Germany but had issues in terms of communication and integration. The researcher developed a mobile app with gamified learning and tested its usability. They found that a gamified digital communication application posed challenging issues to the non-native users in terms of usability. Some students did not have the technology required to run the app. They concluded that variations in usability of an app for communication need to be taken into account. 2.4.3.2 Time Regarding the use of gamification by students, Sánchez-Mena et al. (2017) found that a lack of time and perceived wastage of time were the barriers to gamifiaction use among university teachers. In a review study, Šćepanović et al. (2015) found that a lack of time causes pressure on students and consequently they will not be able to perform effectively. Garland (2015) found that gamification use should encourage students to spend extra time to have more interaction and better learning. However, spending more time on 20 gamification from the perspective of the teachers might be an enormous challenge. This is because teachers need to plan, design, or select the right game, with the implementation of each stage possibly time consuming. Concerning the adoption of gamification by teachers, Ucus (2015) discussed elementary school teachers’ views of GBL for learning. The study involved a sample of 24 teachers in a qualitative study (semi-structured interview). The findings showed that teachers were satisfied with the content of the course for GBL; however, teachers faced obstacles in terms of the time required to plan and design games. To add to the findings of these studies, further study is needed to explore the obstacle of time in the use of GBL in the context of EAL teaching. 2.4.3.3 Teachers and Learner Preferences Learning preferences refers to the learner’s tendency and preference to use certain educational modalities over others. For example, some students are interested in gamification in education, while others are reluctant to use a gamification method. Fan et al. (2015) examined the relationship between learning styles, learning achievement, and meaningful learning involving 46 junior high school students using mobile games. The study indicated that students who had convergent styles mainly associated the well-designed curriculum to meaningful learning, while different learning styles indicated notable discrepancies in learning. It is believed that the effectiveness of gamification is associated with individual attributes. Buckley and Doyle (2017) examined the effect of different learning styles and personality characteristics on students’ engagement with, perceptions of, and performance in gamification in a marketing context. It was found that individuals with active or global learning styles held positive impressions of gamification. It was also indicated that extraverted persons were more interested in gamification, whereas conscientious individuals had less motivation to engage in gamification. Although most of the previous studies have reported a strong positive relationship between motivation and engagement in gamification, some research studies came up with contradictory results. Hanus and Fox (2015), as previously mentioned, conducted a study with experimental and control groups for evaluating the effect of gamification in the classroom. The study examined different factors including motivation. However, after a 1621 week semester, the researchers found that students’ motivation decreased, and their final exam score was lower than the control group. They recommend that care should be taken when planning and implementing gamification since it might be counterproductive. Hence, gamification should be investigated and arranged in a nuanced manner, and it should be carefully integrated into the context of learning (Buckley & Doyle, 2017). In summary, several obstacles such as a lack of resources, a lack of time, and students’ preferences may hinder gamification use among teachers. However, since there is a paucity of studies on the obstacles to gamification particularly in an EAL context, a study in this vein is in need. Given the importance of the determinant factors of adoption and usage of gamification, in the following sections, gamification use and the factors influencing its use are discussed. 2.5 Gamifying in Language Learning Gamifying plays a vital role in language learning as it can change the class atmosphere from passive to active. In language learning contexts, gamification promises to assist in language learning (Zarzycka-Piskorz, 2016). Perry (2015) found that students had a good perception of gamifying and only 17% of his participants showed negative attitudes toward GBL for language learning. Similarly, Iaremenko (2017) reported that only 2% of his students had negative attitudes towards online games. Therefore, gamifying may increase students’ motivation, enjoyment, interest, and engagement; however, the use of gamifying is under-reported and students and teachers’ views of gamifying are inconsistent with both negative and positive perceptions. Shatz (2015) explored the relationship between risk taking associated with gamification and other pertinent factors in the second language acquisition process. He examined the use of gamification and gaming as educational tools and tested the participants’ memory through different tasks. He eventually found that high levels of risk taking were more strongly correlated with a positive change in these factors. However, moderate levels of language risk taking had no significant relations with positive change. Similarly, Iaremenko (2017) carried out a research study through theoretical and empirical methods to find out the reasons which led language learners to play a learning game. He employed a questionnaire and Kahoot web resource to collect the data. The findings 22 revealed that online learning games can foster intrinsic motivation and help to engage students in learning activities. Another relevant study was conducted by Rawendy et al. (2017) to help children learn the Chinese language using gamification and mnemonic methods integrated into game content. He employed experimental design through using a pre-test and post-test together with a survey to collect the data. His research study showed that to make learning interesting for children, we must build an attractive learning tool such as gamification that can motivate them to learn the language. Likewise, Korkealehto and Siklander (2018) investigated the potential of a gamified course design in language learning from the students’ perspectives. They found that a gamified course design and related applications can enhance students’ engagement, foster language learning, and offer positive learning experiences. Similarly, Boyinbode and Tiamiyu (2020) conducted an experimental study in which they implemented a mobile gamification learning system to motivate learners to continue learning English vocabulary effectively. The findings indicated that the developed system significantly improves learner’s English vocabulary abilities and learning interests. Although the findings of some studies are in support of gamifying use, the results of a study by Perry (2015) indicated that a small number of students had a negative attitude toward GBL. Besides, very few studies have investigated teachers’ attitudes towards gamfying in terms of opportunities and obstacles and only a small amount of research has been concerned with factors contributing to obstacles and opportunities of gamifying. There is limited research demonstrating the teachers’ attitudes towards gamifying adoption in EAL contexts. One of the factors that impact the use of gamifying is the affective filter hypothesis proposed by Krashen (1982). 2.6 Gamyfying and Affective Filter It is argued that stress and anxiety negatively impact learning, particularly language learning. When learning a second language, student’s stress and anxiety must be lowered. The term ‘affective filter’ as coined by Krashen (1982) and refers to a multitude of factors that may hinder students’ language learning.The Concise Oxford Dictionary of Linguistics defines affective as “having to do with a speaker's feelings.” According to Krashen (1982), motivation, self-confidence, and anxiety comprise three elements in the Affective Filter 23 hypothesis as they play an important role in second language acquisition. Basically, when emotions and feelings such as fear, anxiety, or embarrassment are raised, it will be difficult for language learners to acquire the language. Based on the affective filter theory, if a language learner feels anxious during language acquisition, they are more likely to be unsuccessful in language learning (Krashen, 1982). One way to lower stress and anxiety is to make it clear for the learner that mistakes are part of the language learning process. It is therefore crucial that the classroom environment should be friendly with fun activities where students enjoy language learning. This is where gamifying, using either traditional games (board games) or online games (Kahoot, Wordwall) can be helpful. Using gamification enables students to use critical thinking and problem-solving skills to complete a task (Buckley & Doyle, 2016). Shatz (2015) explored how risk-taking through gamification led to language learning, particularly vocabulary enhancement. The study involved a sample of 526 students who answered a questionnaire after completing a vocabulary learning task. It was found that a willingness to take risks connected with using gamification contributed to improved performance in task, reduced anxiety, and boosted confidence level. Since they control the game and come up with winning strategies or tackle a problem, their stress and anxiety level are lowered and consequently their motivation is increased (Alsawaier, 2018). 2.7 Student-centered versus Teacher-centered Approaches Conscientious educators have always been in search of the ideal method to teach and deliver classroom materials. Initially, classrooms would operate on teacher-centered methods and subsequently, student-centered approaches were introduced (Serin, 2018). A teacher-centered method refers to the delivery of content and knowledge in a learning environment to students where the teacher has the primary role and responsibility (Mascolo, 2009; Serin, 2018). Teachers are solely regarded as the source and mean of disseminating knowledge to students in which teachers are active while students are passive. Conversely, in a student-centered approach, teachers provide a learning setting where students can build skills and understanding. In this approach, teachers act as facilitator, coach, and mentor to help students construct knowledge. Since control is a priority in a teacher-centered approach, it has received criticism for keeping students passive in the classroom (Freiberg, 1999). The primary goal of teaching in the classroom is to empower students to actively participate in learning. In a student-centered classroom, teachers do not transmit knowledge 24 directly. Instead, students take an active role in the process of learning to make sense of what they are learning through connecting to prior knowledge or through discussion with others (Brophy, 1999). Teachers provide the students with the opportunity to learn independently through involvement in the activities, content and materials. Student-centered approaches lend support to cooperative and collaborative learning where students work in teams while working on a task or solving a problem (Condelli & Wrigley, 2009). Studentcentered methods are also applicable to language teaching and learning. Teachers can leave the classroom control to the students by empowering them to actively participate in classroom learning activities that improve their language skills and knowledge. One approach that supports a student-centered approach is gamifying. Gamifying in language learning is congruent with student centered learning (Camilleri & Camilleri, 2019). 2.8 Theoretical Framework To conduct the current study and address the research objectives and questions, the study needs a solid theoretical framework to lay the study foundation and guide the process of data collection, analysis, and interpretation. 2.8.1 Unified Theory of Acceptance and Use of Technology (UTAUT) The purpose of the current study is to investigate English teachers’ attitudes towards gamifying in the process of teaching and learning EAL. Thus, the study adopts some elements of the UTAUT and TAM (Technology acceptance model) models in the process of data collection and interpretation. Much research has been done on the use of UTAUT and TAM. The following section will explore the development of UTAUT and TAM and the relevant research. The UTAUT model was formulated by Venkatesh et al. (2003) after an extensive review that empirically compared previous models including Theory of Planned Behavior (TPB), Technology Acceptance Model TAM, combined TAM and TPB (C TAM-TPB), theory of reasoned action (TRA), motivational model (MM), innovation diffusion theory (IDT), social cognitive theory (SCT), and model of PC utilization (MPCU). This rigorous combination and comparison of acceptance models resulted in the formulation of the UTAUT model that combined almost every aspect of Information System (IS) acceptance from a system’s characteristics (how a system will help users in doing their tasks and how 25 easy it is to use the system) and users’ characteristics (attitude, social influence, anxiety, and facilitating conditions) in predicting user acceptance. An assessment study reported that UTAUT has the capability to explain about 70% of variance, and thus provides a useful tool for managers to assess the likelihood of success for the introduction of new technology. Venkatesh et al. (2003) further encouraged others to continue validating and testing their model using different technologies and contexts, also identifying new constructs that might add to the prediction of IS intention. UTAUT consists of four determinants of user behavior and behavior intention: social influence, performance expectancy, facilitating conditions, and effort expectancy. UTAUT also has four moderators that are found to mediate the effects of the four key determinants on usage intention and behavior as illustrated in Figure 2. Figure 2 UTAUT studies originated from the use of information systems in organizations to improve work performance. The popularity of UTAUT has extended into other contexts of studies including mobile services, e-government, internet banking, and medicine. However, literature on usage of UTAUT in the educational game context is relatively limited. In a 26 study on game-based learning, Ibrahim and Jaafar (2011) adopted UTAUT to examine gamifying factors in learning. Another relevant technology adoption model is TAM. 2.8.2 Technology Acceptance Model Another theory which was used with UTAUT is TAM that was originally introduced by Davis (1989) to examine students’ acceptance of technology. TAM is an information system theory which models how users come to accept and utilize technology. Accordingly, the actual system use is regarded as the end-point in which people use the technology. Essential factors of perceived usefulness (PU) and perceived ease of use (PEOU) are the main components of TAM. (PU) reflects “the level at which individuals consider the use of a specific scheme to improve their efficiency” and PEOU indicates “the extent to which people believe it is simple to use a particular system” (Lanlan et al., 2019, p.324) attitude and behavioral intention lead individuals to use the technology. Thereafter, Venkatesh et al. (2003) added more constructs to the UTAUT and the original theory to expand the theory. Although several studies have been done on game acceptance factors, those studies used TAM or other theories/models on entertainment games. There are a few studies done on educational game acceptance, but with a different focus and model such as Bourgonjon et al. (2010) which extended the TAM model to investigate preferences of school students in using educational games. UTAUT has emerged as a widely used theory to lay the foundations of the studies that investigate students’ or teachers’ use of educational technology such as: the continuous use of e-learning system (Bellaaj, Zekri & Albugami, 2015), exploring factors affecting students’ continued Wiki use for individual and collaborative learning (Yueh, Huang, & Chang, 2015), the impact of UTAUT model and ICT theoretical framework on university academic staff (David & Rahim, 2012), explaining mobile learning adoption in higher education (Thomas, Singh, & Gaffar, 2013), the adoption of a social learning system (Khechine, Raymond, & Augier, 2020), factors determining the behavioral intention to use mobile learning (Chao, 2019), and assessing user acceptance towards blog technology (Pardamean, & Susanto, 2012). However, very few studies adopted UTAUT to assess educational game contexts (Ibrahim & Jaafar, 2011; Ssekibaamu, 2015). Hence, the current 27 study combines elements of UTAUT and TAM to build the theoretical framework of the study which is discussed below. 2.8.3 The UTAUT & TAM Framework As illustrated in Figure 3, the current research adapted variables of UTAUT and TAM to build a theoretical framework of data collection, analysis, and interpretation. The present study adopts UTAUT model elements (social influence) with TAM elements (Attitude and Usefulness) to investigate the factors that determine teachers’ use of GBL including opportunities and obstacles in their EAL classes as illustrated in Figure 3. Figure 3 The research theoretical framework based on TAM and UTAUT (adapted from Venkatesh et al., 2003). The theoretical framework contains the variables of attitude, perceived usefulness, social influence, behavioral intention, and use of GBL. As a result of the literature review, there appears to be a lack of understanding of educational games use from the perspective of teachers, particularly in a language teaching and learning context. Combining UTAUT and TAM elements regarding GBL use has resulted in the current study to investigate users’ factors regarding the acceptance of GBL including online educational games such as Kahoot and Jeopardy. Few studies have examined the combination of UTAUT and TAM models 28 and reported that they explain the use of technology including online gamification (Abbasi, 2018; Asiri, 2019). Hence, the UTAUT model, extended with elements of TAM, was adopted by the current study to dig out the factors which directly influence teachers’ use of GBL. Although the literature evidences that usefulness, attitude, and social influences (UTAUT & TAM factors) impact the use of gamifying, such studies in the context of EAL is almost absent from the literature (Abbasi, 2018; Asiri, 2019; Ssekibaamu, 2015). Hence, the current study used the usefulness (from TAM), attitudes (from TAM), and social influence (from UTAUT) to explore the opportunities for the use of GBL. The justification for the selection of usefulness is to explore what opportunities GBL provides for EAL classes from the teachers’ perspectives. The study also examined the attitudes of teachers towards the use of GBL. This is because their attitude plays an important role in the implementation of a new approach to teaching language. Another adopted factor is social influence, which explores how peers, colleagues, and leaders influence the use of gamifying by teachers (Abbasi, 2018; Asiri, 2019). In past studies social influence has been shown to impact practice of gamifying (Abbasi, 2018; Asiri, 2019). This chapter provided the definition of GBL and discussed the use of GBL in an educational context. It elucidated the opportunities of GBL use, the factors contributing to GBL use namely, usefulness, attitude, social influence, motivation, and fun. The review also underlined some factors that are regarded as the obstacles of GBL such as lack of time, lack of resources and students’ preferences. The theoretical framework of the study was also presented. It was found that there is a paucity of study on teachers’ use of GBL, particularly in an EAL context. 29 Chapter 3: Methods This chapter details the research design including matters related to epistemology, researcher statement, data collection methods, participant information, data collection, data analysis, and trustworthiness. 3.1 Research Design The goal of the research was to investigate the opportunities and obstacles of using GBL from the perspectives of EAL teachers in the English Language Learning and Teaching (ELLT) Department at Thompson Rivers University a mid-size comprehensive university located in the interior of British Columbia, Canada. The methods adopted permitted an exploration of the factors contributing to opportunities and obstacles of using GBL by teachers in the context of classroom teaching. The specific research questions investigated were: What are the opportunities for using GBL in the EAL classroom? What are the obstacles for using GBL in the EAL classroom? 3.1.1 Justification of Method Selection As the research questions involved deep exploration of GBL use among teachers, an exploratory design adopting both qualitative and quantitative approaches as the methods of data collection and data analysis (Creswell, 1999; Creswell, & Plano Clark, 2011) was used. This study attempted to find out ‘the why’ (the opportunities) or ‘why not’ (obstacles) of GBL use including the main factors of using GBL in an EAL classroom. According to Creswell (2012), “The basic assumptions that the uses of both quantitative and qualitative methods, in combination, provide a better understanding of the research problem and question than either method by itself” (p. 535). Creswell (2012) maintains: In mixed method, “qualitative data, such as open-ended interviews that provide actual words of people in the study, offer many different perspectives on the study topic and provide a complex picture of the situation. When one combines quantitative and qualitative data, “we have a very powerful mix”. For example, by 30 assessing both outcomes of a study (i.e., quantitative) as well as the process (i.e., qualitative), we can develop “a complex” picture of social phenomenon. (p.535) A combination of research outcomes and research processes deepens our understanding of the phenomenon (Creswell & Plano Clark, 2011). Adopting a mixed method design helped me to keep abreast of a wide range of perspectives and views on the use of GBL. For example, the survey outcome indicated that some factors encourage teachers to use GBL, and the qualitative data from the open-ended questions and interviews helped me to develop a more comprehensive picture of opportunities and obstacles of GBL use. The survey was used to examine the effect of some factors associated with the opportunities of GBL, namely attitude, usefulness, and social influence on GBL use. However, the data obtained from a small number of teachers may not provide deep insights into GBL use. Furthermore, the survey data does not indicate the obstacles of GBL use. To address these issues, open-ended questions were added to the survey to obtain more comprehensive information on GBL use in order to reflect the respondents’ real thoughts. Some teachers were interviewed to build a deeper understanding of advantages and barriers to GBL use. The respondents were encouraged to share their opinions and experiences freely concerning the benefits of using GBL as well as hindrances. As a result, the qualitative component of the study added more factors to the opportunities of GBL and helped some factors connected to the obstacles of GBL emerge which was not feasible to understand through the survey alone. Therefore, a combination of data obtained from both modes of study helped to build a clear picture of opportunities and obstacles of GBL use in the context of a Canadian university. The study collected quantitative data from eight EAL teachers serving in an English language department to explore the determinant factors of GBL use. Qualitative data was gathered through structured interviews involving four teachers and open-ended questions from eight teachers. The participants were invited to complete an online survey administered through SurveyMonkey including background information related to their teaching experience and the factors affecting their adoption of GBL. The survey data sought teachers’ perceptions of GBL including both close-ended and open-ended questions to provide both 31 quantitative and qualitative data. Interview participants were invited by email to take part in a detailed interview about the opportunities and obstacles of using GBL. The interview data offers more qualitative details providing deeper insights into opportunities and obstacles of using GBL. The surveys and interviews were conducted separately, and the data from both sources were collected and analyzed independently. Afterwards, data from both sources were integrated for interpretation of results in the discussion (see Figure 4). The quantitative data was collected and analyzed descriptively (through tabulation of Likert-scale questions) within the SurveyMonkey platform, while the qualitative data was analyzed through thematic analysis (emergent coding) manually, which will be discussed in the following section. Figure 4 Research Design Survey +openended questions Interview Survey & openended question data analyses Interview data analysis Quantitative & qualitative results Integration and interpretation of results Qualitative results The surveys and interviews are strongly interconnected and significantly contribute to answering the research questions on how EAL teachers use GBL and identifying the factors contributing to their decision to use a GBL approach. 3.2 Researcher Statement To support my research transparency, I am providing a summary of my experiences, assumptions, and biases in relation to this research. I am currently a student in the Master of Education program at Thompson Rivers University and have previously completed masters degree in ESL back home in my country, Pakistan, where the education did not include GBL, and I experienced a more teacher-centered learning environment. However, prior to 32 master’s study in Canada, I served as a full-time lecturer at University College Yayasan Pahang, Malaysia for two years. In this capacity, I personally used GBL in my EAL classes and found it to be a positive experience for both myself and my students. The rich experiences and perspectives of using GBL as a new approach to language teaching and learning laid the foundation for me to undertake the current research. As a language teacher, I am a proponent of a social constructivism approach. It is stated that “Social constructivism provides a psycholinguistic explanation for how learning can be fostered effectively through interactive pedagogical practices. It emphasizes that learning takes place in a sociocultural environment and views learners as active constructors of their own learning environment” (Mitchell & Myles, 1988, cited in Yang & Wilson, 2006, p. 365). Polin (2018) agrees that teachers realize the compatibility of social constructionist pedagogy and GBL in learning. Hence, this approach helps me to employ GBL and get my students to work together through meaningful discussions, teamwork, and collaborative activities whereby the classroom setting becomes a motivating and engaging environment where language learning through applied learning takes place. It is essential to hear the EAL teachers’ voices and perspectives when they are adopting GBL as they are serving in a language center where students from around the world are taking language courses. Additionally, I studied instructional design and conducted action research about an instructor’s roles at different times in my career, leading me to appreciate the strong value of this method of teaching. When I reflected on my teaching experiences, with further investigation through reviews of literature on GBL in education contexts, particularly language learning, I found that teachers may find opportunities in GBL as well as face obstacles and challenges while adopting this method. My own experiences in my Masters’ degree program through Thompson Rivers University as a student and part time teacher has reinforced my deep belief that the use of GBL by teachers is a great idea; however, it was not clear what opportunities and obstacles are experienced by teachers in using GBL. Therefore, I was motivated to conduct this study to analyze these experiences through a critical lens. My underlying goal was to support the incorporation of GBL into EAL teaching and learning in Canada. 33 3.3 Data Collection Methods Prior to data collection, the university research ethics board granted the study approval (see Appendix F). As highlighted earlier, the research design included a combination of survey and interview methods to explore the opportunities and obstacles of GBL use from EAL teachers’ perspectives. The survey and all of the interviews were conducted by the principal investigator (PI). 3.3.1 Survey The survey comprised a 33-item questionnaire which was adopted from previous studies (Albirini, 2006; Asiri, 2019; Gallego et al., 2008; Gardner & Amoroso, 2004). The constructs were adopted from UTUAT theory which is widely used in technology acceptance studies including GBL use. The survey questions were adapted and adopted from previous studies connected with the theoretical framework constructed based on UTAUT and TAM elements (Abbasi, 2018; Asiri, 2019). Each question was based on a Likert Scale (strongly disagree, disagree, neutral, agree, and strongly agree), and was also accompanied by an open-ended question to elicit qualitative information to deepen the understanding of participants’ attitudes and thoughts regarding the opportunities and obstacles of using GBL. The questionnaire was comprised of two parts: demographics and behavioral intention. The demographics contained the teaching experiences of the teachers. The behavioral intention comprised of usefulness with four items (Gallego et al., 2008), attitudes with four items (Albirini, 2006), social influence with three items (Gardner & Amoroso, 2004), and actual use of GBL with three items (Gardner & Amoroso, 2004). See Appendix B for a copy of the survey. 3.3.2 Interview The study used a structured interview to deepen understanding of the opportunities and obstacles of using GBL. Together with open-ended survey questions, the interview data provides rich information to answer the research questions. The interviewer (PI) utilized a list of questions (See Appendix E) and a guided approach to begin each interview topic and the interviewees were encouraged to express their views freely (Gall et al., 2007). I also asked for elaboration, when necessary, to gain indepth responses. The interviews were recorded digitally to capture the complete information 34 during interviews with consent of the participants, and subsequently were transcribed verbatim for analysis using transcription symbols adapted from the symbols developed by Jefferson (Atkinson & Heritage, 1984; see Appendix D) with changes to particular symbols as the interviews are one-on-one conversations without meaningful surrounding sounds. 3.4 Participant Selection To select the research participants, the current study adopted purposive sampling. A researcher chooses a purposive sampling technique based on the qualities that participants’ possess (Creswell, 2011). In purposive sampling, the researcher attempts to identify and select the information-rich cases to properly use the available resources (Bernard, 2002 cited in Tongco, 2007; Patton, 2002). This involves identification and selection of individuals or groups of individuals that are proficient and well-informed with a phenomenon of interest (Creswell, & Plano Clark, 2011). Furthermore, the other crucial factors of research participant selection included the availability, willingness, and the ability to communicate and express their opinions articulately, and reflectively (Bernard, 2002 cited in Tongco, 2007). Hence, this study adopted purposive sampling to select EAL teachers who were available to me and willing to answer the questions for the purpose of data collection. Consent for using the information from the surveys and interviews for the purpose of this study was received electronically or by hard copy prior to the collection of data (See Appendix B & D). 3.5 Data collection The study involved eight English language teachers who answered both close-ended and open-ended questions of the online survey. All of the participants are employees of TRU and work in the area of English language education. Five of the participants are member of the ELLT department (English Language Learning & Teaching Department). These tenured/tenure-track instructors work in English for Academic Purposes program that supports MLL (multi-lingual language learners) with their transition to degree programs. The other three participants work for the TRU International Training Centre (ITC). These instructors work in short-term ESP (English for Specific Purposes) programs. There were four interview participants who were contacted via their TRU email addresses for interviews. The interview respondents participated in the interview voluntarily. Interviews 35 were tailored to further determine the participants’ attitudes towards GBL and integration into their EAL classroom teaching. 3.6 Analysis In this study, I collected two types of data: quantitative and qualitative. The quantitative information was analyzed and presented in the form of percentage and frequency measures. The qualitative data obtained from open-ended questions and interviews were analyzed through thematic analysis and emergent coding According to Creswell (2012), qualitative data analysis includes organizing and preparing the data. Initially, the researcher reads through the information, codes the data, and develops themes from the codes. Themes are categorized ideas emerging from coded data. Codes entail the process of attributing labels to text lines in order to categorize and compare similar and relevant pieces of information. Likewise, the present study adopted the descriptive and thematic analysis and emergent coding to analyze the interview data. 3.6.1 Emergent Coding Structure Emergent coding refers to the categorization of data. In this coding, codes are drawn from the text (Stemler, 2000) as opposed to undertaking the data analysis with predetermined themes. Emergent theme coding is an approach to qualitative data analysis where the text/transcript is perused several times to identify the codes and themes emerging from data (Blair, 2015). This process is commonly used when the research question is broad and exploratory. The transcribed qualitative data was coded into themes through emergent coding (Creswell, 2013) and represented in the following chapter as a complement to the survey data with details from each unique case. To validate the findings of the qualitative data analysis, one of the most common methods is addressing the trustworthiness of findings (Creswell, 2012), which is discussed below. 3.7 Trustworthiness According to Creswell (2012), accuracy or credibility of research findings is crucial. Various terms are used to elaborate on accuracy or credibility namely, authenticity and trustworthiness. Also, there are several strategies used to validate qualitative data findings. In this study, trustworthiness was addressed in four ways, namely rich description of data, 36 transparency, grounding in validated framework and coding structure, and member checking: • Rich description of the data: I provided a rich description of the data through the use of quotes and description of the context which were used in order to support the identified trends and external validity (Braun & Clarke, 2006). • Transparency: I have provided a ‘researcher statement’ including my experiences, assumptions, and biases to allow the reader to understand how they might have impacted the data interpretation. In addition, the procedures, decisions, and study data collection will be well documented in order that they can be used as an audit trial, supporting validation and evaluation criteria proposed by Creswell (2007). • Grounding in validated framework and coding structure: This research was built on a previously validated theoretical framework, i.e., UTAUT (Venkatesh et al., 2003) and adopted the method of emergent coding as the basis for data analysis (Blair, 2015; Creswell, 2013; Stemler, 2000. • Member checking: Researchers check the findings of their study to determine the accuracy of findings. According to Creswell (2012): Member checking is a process in which the researcher asks one or more participants in the study to check the accuracy of the account. This check involves taking the findings back to participants and asking them (in writing or in an interview) about the accuracy of the report. You ask participants about many aspects of the study, such as whether the description is complete and realistic, if the themes are accurate to include, and if the interpretations are fair and representative. (p. 259) Accordingly, I adopted member checking in the current study by presenting a summary of findings to the interviewees face to face and one online (following up with a video meeting) and asking them if they see their personal views represented in the reported findings. The participants were also asked to comment on the accuracy of the verbatim 37 quotes and gained their approval to make use of their direct personal quotes in the study reports. This chapter provided the details on the research design covering justification of method selection, researcher statement, data collection methods, participants’ information, data collection procedure, data analysis technique, and trustworthiness of qualitative data findings. The next chapter will present the findings of the quantitative and qualitative data analysis. 38 Chapter 4: Results 4.0 Introduction In this chapter the findings of the study will be presented in three sections: the participants’ background, the opportunities for GBL, and the obstacles to GBL. Following the background of the participants, the results of the quantitative and qualitative data will be presented. The data gathered through a survey and interviews are presented subsequently to answer the questions on the opportunities and obstacles of using GBL. In the next chapter, further interpretation, discussion and implications are provided. The survey data was analyzed through descriptive statistics (ie. percentages) and was supplemented with qualitative data when applicable in order to address the research questions: 1. What are the opportunities for using GBL in EAL classrooms? 2. What are the obstacles for using GBL in EAL classrooms? 4.1 Background of Participants This section provides the personal information data on the participants. All of the participants are English language teachers with teaching experience that varies from 6 to 30 years as illustrated in Table 2. 39 Table 2 Number of Years of Teaching Experience No Pseudonyms in Survey Years of Experiences Participant: 1 James 6-10 years Participant: 2 Glitchy 26-30 years Participant: 3 BlueButterfly 26-30 years Participant: 4 Susan 26-30 years Participant: 5 Taylor 26-30 years Participant: 6 Spyder 21-25 years Participant: 7 Sofie 6-10 years Participant: 8 Rose 6-10 years Table 1 shows the participants’ number of years of teaching experience. The data indicates that four out of eight participants (50%) had 26 to 30 years of work experience. It is seen that three teachers (37.5%) had been teaching 6-10 years while only one (12.5%) had over 20 years of teaching experience. However, it should be mentioned that the effect or correlation of years of teaching experience on GBL use was not discussed while analyzing and interpreting data. 4.2 Opportunities for Using GBL The survey required participants to indicate their perceptions of opportunities of GBL use in terms of usefulness, positive attitude, and social influence. Their responses were directly related to research question number 1 about the opportunities for using GBL. 4.2.1 Usefulness One of the important factors of using GBL is usefulness. Figure 5 demonstrates the percentage of teachers’ perceptions of the usefulness of GBL. Among the eight participants who reported their views of the usefulness of GBL, 87% percent acknowledged that GBL is 40 useful, while one teacher (12.7%) disagreed. This is consistent with Yoo et al. (2017) who found perceived usefulness affects users’ intentions to use GBL. Figure 5 Usefulness Percentage The study examined usefulness of GBL including the sub-factors such as control over teaching, reducing the time for task, improving the quality of work, and increasing motivation which is discussed subsequently. However, motivation factor emerged from the qualitative data which will be discussed subsequently. 4.2.2 Control over Teaching Control over teaching means that GBL aids teachers in determining the best sequence to teach something to students (Sánchez-Mena et al., 2016). GBL helps diversify lesson activities and increase students’ interest. GBL creates novel ways to have the students interact with and respond to the content. According to the survey, three teachers (37.5%) agreed that GBL helps with control over teaching while three (37.5%) held neutral views, one (12.5%) disagreed and one (12.5%) completely disagreed as demonstrated in Figure 6. 41 Figure 6 Control over Teaching The qualitative comments from survey participants show that GBL helps in control over teaching in terms of sequencing in teaching. James describes “It aids me in determining the best sequence to teach something to students”. GBL allows teachers to control the environment of the situation in order to allow students to complete a specific task. Sofia contends, “I can choose a game or an activity that allows the students to focus on a particular skill we have been practicing like pronunciation”. GBL lends support to creative ways of teaching by bringing to life the teaching content. Rose agrees “it inspires me to come up with new, interesting, and creative ways to present and play with dry topics. It adds life and color to things like grammar.” However, one participant holds an opposite view and believes that GBL does not help her control the teaching sequence but adds variety to the activities. Tina describes “GBL helps diversify my lesson activities. GBL does not give me greater control over my teaching”. The findings of the survey data complemented by comments indicate that some teachers accept that GBL is useful in helping control the teaching sequence though others have neutral or opposing views. 4.2.3 Improving the Quality of Work GBL improves the quality of the work of teachers by enhancing students’ engagement and involvement in different activities. Figure 7 demonstrates the teachers’ 42 perceptions of GBL use to improve the quality of work. According to the survey, seven respondents (87.5%) agreed that GBL improves the quality of teaching work while one participant (12.5%) disagreed. Figure 7 Improving the Quality of Work According to comments under this question, GBL enhances the quality of teaching for several reasons such as students’ involvement, enhancing lesson activities, adding energy, improving skills, improving students’ satisfaction, engagement, and retention. Glitchy acknowledges “GBL helps to enhance a lesson's activities. It shows that I am not the kind of teacher who will just lecture to students”. Rose describes “I have increased student engagement and retention. Students want to do the task and remember when you refer back to the material if you make it memorable”. James appreciates “overall improving the student's satisfaction in their learning experience”. The interview data revealed that GBL helps students, and as James shares, students “discover the answers by themselves. It stays in their mind longer” Susan concurs with James when she says “it enlivens, enriches education and the learning process”. In these 43 cases the participants felt that GBL helps the students to discover the answers for themselves and enlivens learning. However, one participant felt that GBL does not necessarily improve the quality of teaching but acknowledges that it can improve a teacher’s engagement in her own practice. Susan believes “I am not sure that it is about quality so much as it improves my own engagement in the topic and therefore, I think I am even more 'present' in the classroom and in the planning of the course”. Overall, the data show that most of the participants in this study felt GBL can enhance the quality of teaching through increasing student involvement, enhancing lesson activities, improving class dynamism, increasing student satisfaction, engagement, and retention. 4.2.4 Communication and Interaction GBL enhances communication and interactions among students. Though this theme was not explicitly covered in the survey questions, many participants indicated that GBL gets students to communicate and interact as they are positively competing to win in a fun way in which the affective filter is lowered and the classroom environment becomes stress free. This is consistent with the literature (De-Marcos et al., 2017; Gallego et al., 2008; Garland, 2015) who found GBL enhances personal interaction (Gallego et al., 2008), social interaction (De-Marcos et al., 2017; Garland, 2015). River directly states that: So you're tricking them into communicating by making them have fun to interact. And I think any barriers in someone's, um, willingness to communicate with other people will be lowered extremely when they're doing some type of games that are fun, that they're enjoying themselves. Hence, GBL lends support to communication and interaction through having fun which lowers the affective filter barriers and consequently enhances their willingness to communicate. 4.2.5 Increasing Motivation Another relevant factor is ‘motivation’. Motivation can be a driving force to engage students in language learning activities through GBL (Alabbasi, 2018; Hamzah, et al., 2015; Sobocinski, 2018). While the survey results indicated an uncertain attitude towards the 44 importance of motivation, the interview results along with qualitative survey comments happen to show that motivation is actually an influential factor in using GBL by teachers. Teachers highlight the importance of GBL use in increasing students’ motivation. Learning through GBL strengthens students’ motivation and contributes to information retention. Taylor acknowledges, “GBL which is done through pair work and group work activities increase motivation in students to take part in activities”. GBL also enlivens the class and vibe and “GBL adds some energy to the class” (Taylor). She adds that GBL adds to the class dynamism which in turn increases students’ motivation. Bringing about changes in the classroom enhances motivation. Glitchy describes “I use games in my classroom just to change and make things interesting for students”. Students are motivated and interested when “it is a change than a usual lecture or more serious assignments we have to do” (Glitchy). Glitchy asserts that changing the classroom atmospheres by shifting from the traditional and conventional way of teaching positively contributes to students’ motivation. GBL is a ‘stimulating practice” that adds to students’ motivation, James acknowledges. According to James, when students know that teachers are embedding GBL “they are really excited” and motivated to learn. Inserting motivating activities like online GBL platforms contribute to motivation through fun and competition as suggested by Taylor “These activities, like a competitive "Kahoot" can help my students to review material in a fun way through an online competition”. While Hanus and Fox (2015) found that GBL decreased the students’ motivation and had a negative impact on their achievement, this study found that overall, the participants felt that GBL can increase students’ motivation and engagement through introducing fun activities, adding energy, positive competition, pair work, group work, enriching and enlivening learning process, through the use of online GBL platforms. 4.3 Attitudes towards GBL The attitude of teachers towards GBL has an important role in using it (Alabbasi, 2018; Sánchez-Mena et al., 2017; Yüksel & Durmaz, 2016). Figure 8 demonstrates teachers’ attitude towards using GBL and shows that they are in favor of using GBL in the language classroom. 45 Figure 8 Attitude Towards Using GBL According to the survey data, it was found that seven participants (87.5%) agreed with using GBL in teaching language, while one (12.5%) disagreed. According to the interviews and qualitative comments on the survey, the teachers express their attitudes towards GBL by highlighting its function in bringing change, supporting collaboration, pair work and group work, motivating, students’ positive attitudes, reducing teacher talk, facilitating learning, enhancing engagement, creating community, curiosity, creativity, and enlivening classroom. Glitchy acknowledges that “most students enjoy playing games or activities that seems like games”. This indicates that students’ positive perceptions of GBL and game-like activities encourage teachers to use it. GBL lends support to student-centered learning where the teacher takes a less prominent role. Sofia states “GBL is more student-centered and it reduces teacher talk”. GBL supports engagement, community, curiosity, which is supported by Susan’s comment “It engages learners, creates community Susan goes on to say that GBL builds upon a “natural curiosity” towards the course content, and “enlivens the classroom”. GBL contributes to the creativity and innovation of teachers which is exemplified by Rose who states that “(GBL) allows me to be more creative and stretch my abilities”. 46 Overall, some attributes of GBL such as enlivening and changing the class atmosphere, fun, facilitation, teachers’ creativity, less teacher talk, diverse lesson activities, curiosity, collaboration, and group work cause teachers to have positive perceptions of using this approach. Attitudes towards GBL include three sub-factors: enjoyment in GBL, and lack of comfort in using GBL. These sub-factors will be deliberated in the following section. 4.3.1 Fun and Enjoyment in GBL Enjoyment and fun in using GBL encourages teachers to use it (Asiri, 2019; Escudero-Mancebo, 2015; Zarzycka-Piskorz, 2016). Figure 9 illustrates teachers’ attitudes towards fun and enjoyment in GBL use. According to the survey data, 87.5% of teachers agreed that GBL increases fun and engagement. This is consistent with Asiri (2019) who found that teachers had positive attitudes towards the use of GBL in terms of fun and enjoyment. Only one participant (12.5%) disagreed. Figure 9 Teachers’ Attitudes Towards GBL as Fun and Enjoyment The interview data show that the participants felt that GBL results in fun and enjoyment for students by bringing life and happiness to the classroom while reviewing and practicing materials. Glitchy explains that students were “interested and sometimes even laughing and fun”. Glitchy further adds that “(GBL) allows students to have fun while 47 practicing and reviewing the materials” which can be interesting and relaxing. James compares a traditional class setting with the GBL embedded classroom context and acknowledges “it also makes time goes faster. It is not like sitting only in one spot at the desk for three hours”. He emphasizes that he feels that GBL helps students to have a happy and fun time in the classroom, which is supported by River who adds “they're learning a language and they're trying to win and they're trying to have fun and they're shouting out things and they're all laughing”. She further explains that it makes the class stress-free because “being successful at that fun activity, their affective filter comes down”. In the qualitative comments on the survey, Susan states that “games add life to the classroom”. She also adds that “I just love to see the students smiling and talking to each other while they explore course content”. Taylor also appreciates “the increase in engagement in the class”, and River claims that online GBL tools create a fun environment for language learning through stimulating positive competition and providing immediate feedback. River states “Using tools like real-time electronic polling apps can make learning fun for students and give immediate responses”. And the idea that games contribute to enjoyment were echoed by Taylor who comments that “these activities, like a competitive "Kahoot" can help my students to review material in a fun way through an online competition”. River recommends GBL use as “it is a strategy that teachers can use to help the students learn while having fun at the same time”. Overall, the participants felt that GBL can bring fun and enjoyment to classrooms by improving class dynamism, laughter, relaxation, happiness and reducing stress. GBL leads to positive competition through GBL apps and provides immediate feedback while students are exploring the content and learning the language. 4.3.2 Comfort Level in Using GBL The comfort level of using new approaches in class is an essential factor that can affect teachers’ use of GBL (Asiri, 2019; Flores, 2015). According to the survey, teachers indicated that they did not experience a lack of comfort in using GBL. The findings of the survey data show that four teachers (50%) strongly disagreed and four (50%) disagreed that GBL causes a lack of comfort. This indicates that all teachers acknowledged that GBL use leads to comfort. This is because GBL by nature is fun and motivates teachers to use the 48 activities more comfortably and eagerly in a “sustaining relaxed atmosphere” (Flores, 2015, p.32). Figure 10 Comfort Level in Using GBL According to qualitative comments on the survey, GBL is connected with comfort and familiarity. Tina verifies this when she shared that “it doesn't make me feel uncomfortable”, which is supported by Taylor’s comment, “I enjoy using GBL because it connects to the comfort and familiarity”. According to the interview data, the fun and interesting qualities of GBL encourages teachers and students to use GBL comfortably. In this line, Glitchy describes GBL as “more fun and interesting”. James agrees with Glitchy who shares that “It makes the lesson more fun not only for the student but also for the teachers as well”. James maintains “I often see my students laughing and having a great time and that also makes me happy”. To sum up, data shows that all teachers agreed that using GBL is comfortable for both teachers and students in the context of the classroom. This is because GBL changes the classroom atmosphere and creates a fun, interesting, and pleasant environment. 4.4 Social Influence The survey data indicates that social influence impacts the use of GBL which is consistent with the findings of Asiri (2019) and Ssekibaamu (2015) who found a strong 49 relationship between social influence and teachers’ use of GBL. The study examined social influence as an overall factor with four sub-factors: respectful people encouragement, peer/coworker influence, effect of influential people, and sharing with colleagues. The factors that were explored in the study through the survey produced results similar to those reported in the literature. 4.4.1 Encouragment from Respected People One of the sub-factors of social influence which affects GBL use is respectful people encouragement (Asiri, 2019). This means that when EAL teachers are encouraged by the people whom they respect like a dean, head of department or high-profile professors, they may follow them in using GBL. Figure 11 demonstrates the influence of respectful people on GBL use. The survey data indicates that five participants (62.5%) followed respected people in using GBL, while one (12.5%) held a neutral view and two (25%) disagreed with the influence of reverential people in their implementation of GBL. The finding is partially consistent with Asiri (2019) who found that respected people significantly affect the use of GBL by teachers. It is noted that one person in the study is not sure about the influence of people who they think of as respected, and two teachers are not affected by reverential people. Figure 11 Encouragement from Respected People 50 According to the qualitative comments on the survey, Taylor admits that she benefits from respected people in the faculty in terms of innovation and creativity. She states that “The faculty at the teaching and learning center has a lot of great ideas about how to innovate my teaching practice”. However, James disagreed that respected people have influence over his use of GBL but to him “They don't really. I am interested in applying GBL out of my own and stems from my desire to become a better teacher”. Therefore, he uses GBL when he believes it will be effective for teaching the language. To sum up, teachers are influenced by the respected people surrounding them on their use of GBL especially when they admire their work. However, some oppose this idea and believe that they examine the objectives of the lesson, and accordingly decide whether to implement GBL or not, regardless of the views of others. 4.4.2 Peer/coworker Influence Studies have argued that peer/coworkers influence the use of GBL (Asiri, 2019; Hao, 2017; Ssekibaamu, 2015). Figure 12 illustrates the influence of peer/coworker on GBL use in this study. The results of the survey data indicate that five teachers (62.5%) agreed that their peers or colleagues influence them in using GBL while 37.5% had a neutral point of view. The finding is partially consistent with the data in the literature (Asiri, 2019; Ssekibaamu, 2015) which indicates that peers and colleagues have a significant role in using GBL by teachers. 51 Figure 12 Peer/coworker Influence According to qualitative comments on the survey, James accepts influence from peers “When they share their successful applications in the classroom”, and when he sees his “colleagues succeeding in achieving learning objectives” through GBL it encourages him to try out their ideas or to create similar ones. Along with this line, Glitchy admits that colleagues “share ideas with each other that are interesting, fun and help students learn”. Taylor tends to try new things that she learns from her colleagues and shares that “I’m happy to hear about how my colleagues are using new GBL applications which I may choose to use in the future”. She admits that the colleagues who use GBL “share their experiences because they are excited, and I have a lot of respect for colleagues who are engaged in their own learning and innovating their teaching practice”. This means that she admires professional development and innovative way of teaching through GBL. However, Rose is reluctant to follow her colleagues as she acknowledges that they do not influence her. She says “It's my preference” and goes on to say “when it fits the learning objectives”. This indicates that she is not interested in merely following her coworkers in using GBL but decides on its use purposefully when it helps achieve the lesson objectives. Overall, teachers have shared their success stories of GBL, emulation, professional development, use of different approaches, respecting others, and innovation in teaching with their colleagues. However, two out of eight survey respondents were not encouraged to emulate others in terms of using GBL. 52 4.4.3 Effect of Influential People Influential people encourage the use of GBL by teachers (Asiri, 2019; Hamari and Koivisto, 2013). Figure 13 demonstrates the effect of influential people on the use of GBL by teachers. The findings of the survey data shows that five participants (62.5%) agreed that influential people can impact their application of GBL, 25% were not sure if they have an important role or not, while one (12.5%) disagreed with this idea. The findings of the survey partially confirms the findings of Asiri (2019) and Hamari and Koivisto (2013) who found that influential and powerful people strongly impact the use of GBL by teachers. It means that although most teachers agree that influential people influence their use of GBL, there are some who are not sure or disagree about the effect of influential people. Figure 13 Effect of Influential People According to the qualitative comments on the survey, Spyder acknowledges that she follows “leaders in teaching” in terms of using GBL. Sofia admits that GBL is a trendy topic “at professional conferences” and she appreciates “GBL is one of the most popular aspects of our programs and makes us stand out from our competitors”. She enjoys the advocacy for using GBL in her classroom and believes that it makes it stand out from the crowd. However, Rose disagreed that influential people can affect her use of GBL as she directly states, “I plan my use of games based on the learning objectives”. She argues that she makes use of GBL according to her language learning aims regardless of the attitudes of others. 53 In sum, it was found that overall respected people, colleagues, peers, and influential people influence teachers’ use of GBL; however, some respondents held opposite views and claimed that they decide on the use of GBL purposefully regardless of the opinions of others. 4.4.4. Sharing with Colleagues Sharing with colleagues can encourage teachers’ use of GBL (Asiri, 2019; Hamari & Koivisto, 2013). Figure 14 illustrates teachers’ sharing GBL with colleagues. The findings of the survey indicate that 87.5% of participants agreed that they will share the application of GBL for language teaching and learning with colleagues while one (12.5%) disagreed with this idea. This finding is consistent with the Asiri, (2019) and Hamari and Koivisto (2013) who indicate that sharing GBL with others can significantly influence their use. Figure 14 Sharing with Colleagues According to the qualitative comments on the survey, there is a wide range of diversity in terms of sharing GBL ideas with colleagues from trying games developed by others, to sharing success stories, and developing professionalism through conferences and workshops. James accepts “We share ideas about what works and what doesn't”. In this way, he adds “we contribute to each other's professional development”, which is supported by Glitchy who agrees that they talk together especially when they have “tried a game and we 54 see the value for students”. On the same note, Susan highlights professional development by sharing ideas with colleagues through conferences “By sharing ideas, we are always learning from each other –conferences, etc.” which is supported by Taylor who claims that she shares her success stories through workshops. Taylor admits “I have done workshops with faculty from across the university that involves an example of GBL”. In summary, teachers share their ideas about GBL and exchange ideas, success stories, and games through different modes of communication, such as conferences and workshops. 4.5 Use of GBL To further understand how GBL is used by EAL teachers, “frequency of use” and “future use” are explored (Asiri, 2019). 4.5.1 Frequency of Use Frequency of GBL use is crucially important in its effectiveness (Asiri, 2019). According to Asiri (2019), frequency is referred to as the number of situations in which teachers use GBL for teaching English in a lesson or course. Figure 15 demonstrates the frequency of GBL use. According to the survey data, one participant (12.5%) agreed that they use GBL frequently, while 37.5% were not sure whether they frequently use it or not. 50% disagreed that they use it frequently. The quantitative data shows that only one teacher uses GBL regularly despite the considerable advantages. The findings are partially consistent with Asiri (2019) who reported that the teachers frequently used GBL for language teaching. 55 Figure 15 Frequency of GBL Use According to the interview data and the qualitative comments on the survey, teachers use GBL purposefully, relevant to the lesson topics, and embed it in lesson plans. James uses GBL every other day and appreciates the use of GBL “it’s rewarding and it is up to them if they use again and again”. Spyder implements it periodically, and River uses it rarely. Rose uses it when it is suitable for her teaching topic and she directly states, “When it fits the topic I'm teaching”, which is supported by Glitchy’s comments “I only use games when it will work within a lesson plan and it's topic.” She uses GBL “in a lesson very carefully and planned”. Some teachers openly stated that they use GBL purposefully depending on the teaching and learning situation. Susan begins every class with “some sort of review and using games” which helps her achieve that notion of a warm up creating energy towards the course content while also supporting learners who may have missed the last class. She also uses “games to reinforce content or to apply content” during the lesson and again this “adds energy to the class” while at the same time offers her some feedback as to how the students are managing or understanding the content. 56 On the other hand, Taylor questions the idea of using GBL on a regular basis. She states “if a teacher uses the same type of GBL, for example, Kahoot”, students will become bored. She suggests that teachers use GBL once in a while rather than every class in order to keep it exciting. James argues that the reasons why teachers are not using GBL satisfactorily are attributed to the fact that “gamified activities often take much longer to develop than regular classroom activities”, and teachers have a heavy workload such as classroom preparation, marking, and personal commitments. This will be fully discussed in the section related to the obstacles of using GBL. Overall, the findings of both the quantitative and qualitative data indicate that although the participants felt that GBL can have an impressive impact on language learning, very few teachers are using GBL frequently or regularly. In fact, they are mostly highlighting the importance of GBL, rather than actually implementing it in their classes. This issue might partly attribute to their professional and personal workloads. 4.5.2 Future Use of GBL Future use of GBL by teachers is important to consider in order to see the effect on language learning (Asiri, 2019). Figure 16 demonstrates the future use of GBL by teachers. According to the survey data, 87.5% of participants agreed that they will use GBL for language teaching in the future while one (12.5%) disagreed with this idea. It is seen that seven out of eight teachers will use GBL in the future. This finding is consistent with Asiri (2019) who indicated that all teachers indicated that they would use GBL in the future. 57 Figure 16 Future Use of GBL According to the interview data and the qualitative comments on the survey, several factors will encourage teachers to use GBL in the future. Most of the comments refer to feedback from students such as enjoyment, effective learning, impressive results, active participation, and interest while other factors related to suitability, and methodology. James admits that the students enjoy playing games, and most of the time, they are not even aware of the amount of learning that is taking place at the same time, which “makes class enjoyable for students, and it helps to achieve the learning objectives in an actively participating fashion”. James enjoys using it and is “happy with the results he sees from students and the students seem to enjoy it”. In this line, Glitchy agrees that students generally like GBL and “if the game suits the lesson I will include a game”. Susan is “searching for new ways to present, review, and reinforce information and course content and games support those three aims”. Taylor appreciates receiving “positive feedback from students”, and she feels that GBL gives her feedback about the learning of her students”. Such factors encourage teachers to use GBL in future. However, Taylor shows that she is reluctant to use GBL since it takes a lot of time “to create the material for the GBL” and she complains “it can be time consuming for a few minutes of play”. This indicates that she is not satisfied with the GBL that is supposed to be played in a few minutes but taking a lot of time to be prepared. In the following section, the obstacles of using GBL are discussed. 58 4.6 Obstacles of Using GBL As discussed in the previous section, GBL offers several opportunities for language learning; however, there are some obstacles which hinder the use of GBL by teachers. The interview data has resulted in themes that were not explicitly covered in the survey data but served as barriers to using GBL, namely: lack of time, lack of resources, and student preferences. 4.6.1 Lack of Time The interviews highlight that the ‘lack of time’ for GBL is an issue and for the teachers which could be a hindrance to the use of GBL in teaching language. This is consistent with data from the literature (Šćepanović et al., 2015; Sánchez-Mena et al., 2017; Ucus, 2015), that found that time was a big barrier to the use of GBL. Considering games which are appropriate for the given lesson and target student demographics could take a significant amount of time. Additional challenges that are associated with time include types of courses, time for lesson plan, professional development, teaching workload, marking, and online teaching. James acknowledges “It takes a lot more planning and effort to set up before the actual class time”. Different aspects of GBL such as thinking about games, planning, preparation, incorporation, teacher professional development, and learning GBL technology could be time-consuming. It takes a lot of time not to just think about the game, but to create the tools that the students need to play. James explains that preparing a conventional chopstick game, for example, needs a lot of printing and cutting, or the teacher has to buy it. James, however, admits “It takes more time to prepare work, but in the classroom, it leads to me doing less work”, which is supported by River’s comments “It’s a matter of having enough time to prepare all those games”. She also believes “it depends what type of courses you teach as well”. Taylor complains that a short game takes a lot of time and effort to produce, “If I have to create the material for the GBL it can be time consuming for a few minutes of play”, which is supported by Susan’s comments “time is the biggest challenge”. Susan explains that she has “less and less time to plan your lessons to be, do the professional development”. She gives an example of using games in upper-level writing courses and highlights the issue of time to implement games on a continual basis. She directly states: 59 So those type of games I've used in those writing classes, but sometimes I find it difficult, uh, to incorporate on a continual basis at the upper levels, more of those games, because if I had more time to do professional development and think and plan a lot of time for that, I would use a lot more games than I'm currently using. I think it's an excellent technique. I just wish I had more time to plan and to incorporate that. Regarding using online GBL, Susan highlights “the issue of time to plan your lessons and incorporate and learn the latest technology”. She underlines that she needs to learn about the technology in relation to GBL “What is the latest software that's out there and interactive and how, you know”. To her, time is “the biggest obstacle”. However, she suggests that teachers use GBL “I would highly recommend it. I just wish I had more time to actually implement it in the real world”. Other things that take teachers’ time are teaching workload, marking, and online teaching challenge, as Susan complains “other committee work, marking, and now trying to figure out how to teach in this online environment” occupy much of her time outside of classroom teaching. To sum up, it was found that figuring out the right games for the right students in the right context, types of lesson, teacher workload, planning, preparation, incorporation, teacher professional development, and learning GBL technology could take a lot of time, which is regarded as barriers to the implementation of GBL thus discouraging the use of GBL. 4.6.2. Lack of Resources Another obstacle of using GBL which was not explicitly covered in the survey data is lack of resources. This finding is consistent with the findings of the literature (Lifanova et al., 2016; Sánchez-Mena et al., 2017).The findings of the interview data and qualitative comments from the survey indicate that teachers find it difficult to explore, plan, create, adapt, and prepare relevant content and materials for GBL as they already have a heavy workload of marking, personal commitments, and administrative duties. As a result, if teachers do not have access to ready-made resources for GBL, the activities often take much longer. James explains “It takes a lot more planning and effort to set up before the actual class time”. Teachers may not be aware of the resources that are available which is 60 supported by River’s comments “I'm not up to speed on a wide variety of tools that are easy to use and would make my job easier while providing better tools for student learning”. Susan admits “I have to explore, create and administer the 'game'”. James complains that creating the original GBL of an activity “takes longer to create than a traditional lecture”, which is supported by Rose’s comments, “Because it takes longer to prepare and plan lessons that include games”, as games are often more labor intensive to prepare. Taylor indicates that adaption of resources to different classes is an issue “Once I have created these, they still need to be adapted for each different class.” James explains “using them is preferable, but not always realistic when I consider my classroom preparation, marking load and personal commitments”. There can be a lot of the hurdles regarding “professional development and having access to these resources” according to Susan. Teachers may need to search for resources to reach classroom aims by using GBL. Susan says “in a book or a kind of a paper resource, then I would be looking for one that meets more of the content”. She finds it a big challenge to look for GBL resources that support different content: So I'm looking then for a game that's going to help me review APA citations, or I'm looking for a game that's going to help students really understand the difference between present perfect and past tense. So I'm looking more for the content. Therefore, there are issues related to a lack of resources and professional development related to using GBL that include exploring, planning, creating, finding, adapting, administering, and implementing GBL materials and technology. 4.6.3. Student Preference The interview and qualitative comments from the survey highlight another barrier to the use of GBL which was not explicitly covered in the survey data of student preference. Studies show that students have different preferences for learning which could impact their participation in some class activities such as GBL (Buckley and Doyle, 2017; Fan et al., 2015; Kiryakova et al., 2014). Some GBL activities require fast decision-making skills which may not be compatible with slow learners. Some students are introverted and appreciate learning by themselves more efficiently, effectively (Fan et al., 2015). 61 The findings of the interview data and qualitative comments from the survey indicate that the teachers underlined some issues attributed to student reluctance to use GBL such as lack of clear purpose, point of view, culture, ego, competition, and noise level. Furthermore, some students behold conventional and traditional views to GBL and believe that games are solely for the purpose of entertainment, and consequently they do not take them seriously as an approach to teaching and learning the language. In terms of purpose, some students believe that GBL is not relevant to classroom activity for language learning and they prefer the traditional classroom context. Glitchy agrees that “most students enjoy participating in games”, but here is the odd student who does not like GBL “because he doesn't see the purpose of having them in class”. She explains “these are the students who prefer more traditional class settings or they just don't enjoy games”. Glitchy concludes that “…all students are different types of learners and all learners learn differently”. Consequently, games may not help them to remember or review materials or prefer not to continue using it (Fan et al., 2015). Adult learners may not have positive views towards GBL or be egoistic and hard to participate in GBL activities. They may think that losing in a competition could be humiliating. Another interviewee Susan states this fact: I think from a student's point of view, particularly adult learners, it can be seen as trivializing. So for some students, uh, or cultures, it can be, I came here to learn. I don’t just want them to play. So they, without really explicit clarification of, uh, why this is being used and how it fits into the learning and teaching process. I think adult learners sometimes can have a kind of ego, I don't want to play a game. I want to just learn. Some learners believe that’s not health. According to Susan, some learners do not want competition in a class. They do not want a class to be loud and rambunctious. Therefore, it would be challenging to “provide games that are quieter, more reflective, a little bit more silence in a classroom”. Overall, it was found that some factors such as lack of clear purpose for GBL, point of view, culture, student ego, competition, different learning styles and preferences, and the 62 noisy nature of games are the challenging issues associated with students’ lack of participation in GBL. 63 Chapter 5: Discussion and Recommendations Traditionally, GBL use has been looked at from the perspectives of students with few studies investigating teachers’ attitudes. Few studies have explored the opportunities and obstacles of GBL from the point of view of EAL teachers. The current study is an attempt to fill this gap. The theoretical foundation of the study was a combination of elements of UTAUT and TAM, which were used to help construct the survey questions and underpin the development of the interview questions. Additionally, this framework (see Figure 1) from the literature review was used to conduct the data analysis, which helped surface some opportunities and obstacles for using GBL in the context of EAL in Canada. The findings of the study have been brought to attention the elements of GBL which would be beneficial for teachers, students, and administrators. 5.1 Opportunities EAL language courses offered by Thompson Rivers University target international students with different backgrounds. To address the language proficiency needs of students, EAL teachers need to take advantage of the latest findings and approaches to language teaching and learning among which GBL is advocated by many scholars (Asiri, 2019). The current study looked at GBL for language teaching and learning and found several advantages of this approach to language teaching. One of the important aspects of adopting and using any new way of teaching is the teachers’ (who are teaching in higher education) attitudes towards it. Concerning GBL, teachers held positive attitudes towards its use and accepted that GBL helps teachers to deepen students’ understanding of the content by specifically focusing on a particular language skill (listening, speaking, reading, and writing) and components (pronunciation, grammar, vocabulary), which happens through presenting and reviewing the materials creatively. It allows the teachers to decide on the best teaching sequence in teaching the content (Sánchez-Mena et al., 2016). This can happen in a stressfree environment where the affective filter is low. The instructors in this study also indicated that GBL helps them in determining efficient teaching sequences. For students living in the era of technology, adhering to a traditional and conventional way of language teaching and 64 learning could be boring and consequently their attention would be distracted from the classroom learning (Dixit et al., 2018). This is where GBL use as an instructional strategy comes to help to increase students’ engagement and attention span (Dixit et al., 2018). In traditional and conventional methods, the classroom is teacher-centered and the students are passive. This is where both teachers and students can appreciate the liveliness and energy brought into the classroom through GBL. Teachers acknowledged that GBL enhances the quality of teaching which happens through engaging students in diverse activities which happens in a dynamic classroom setting and leads to the remembering and retention of language content in a relaxed collaborative environment. One of the aspects of language learning which might be missing in many EAL classes is a lack of attention to the communication and interaction that take place among students in group and teamwork. When students need to find a solution to a problem in language learning, they are required to be able to negotiate and express themselves freely to share their solution to the problem. The teachers in the study indicated that GBL can be a drive for boosting communication among students in a stress-free environment. One of the drawbacks of traditional methods of teaching is that they may not motivate students to learn the language or participate in classroom activities. GBL helps teachers to address this issue by offering fun activities, positive competitions, where students can participate in pair work and group work activities in an enlivening learning process while using conventional or online GBL in a pleasant environment. To boost motivation, teachers should set goals and let students achieve them through GBL activities with rewarding systems where performance is enhanced and satisfaction is increased (Bovermann et al., 2018, Cahyani 2016, Hamzah, et al., 2015). In addition to increasing students’ motivation, the results of this study emphasized that GBL brings fun and enjoyment to the classroom by improving class dynamism, laughter, relaxation, happiness, reducing stress and engagement and sense of belonging to a team and identification with team’s goal (Asiri, 2019; Yang et al., 2016). Teachers should benefit from this feature of GBL and provide a stress-free environment for students where 65 each student takes an active role in learning while exploring the language content collaboratively and cooperatively (Alfulaih, 2018; Asiri, 2019). One of the factors that impacts teachers’ use of GBL is social influence from respected people, colleagues and influential people in an institute. Teachers should look to these people in order to get support in using GBL as far as this approach helps them achieve the objectives of lessons or course goals more effectively. Using GBL, particularly the adoption of online applications is regarded as professional development among teachers. To successfully use GBL, teachers must increase their knowledge of GBL use as well as how to keep abreast of the latest technologies in this area. This can happen informally through exchanging ideas and success stories, and formally by participating in workshops and conferences. In addition, teachers can benefit from GBL to make the performance of students transparent by providing an ongoing source of assessment through scores, leaderboards, levels, and badges. These scores can be used for formative and summative assessment and will help to show student’s achievement, accomplishments and improvement in some areas where it is challenging to measure the performance and provide frequent feedback for learning. Furthermore, as discussed by one of the research participants, GBL can transmit the university/institute image and make it stand out from the crowd where the center would be recognized as innovative, forward-thinking, and inclusive. This way GBL portrays the image of the university inside and outside. Universities where innovative ways of language teaching such as GBL are employed might attract more international students. Although the teachers in this study unanimously agreed that GBL is a game changer in teaching language, and they will use it in future, very few of them were using it on a regular basis. The reason behind this issue is the obstacles which were highlighted by teachers in the qualitative data. 5.2 Obstacles Teachers may face challenges in terms of time, resources, and the preferences of students while implementing GBL, which need to be addressed to foster GBL use. Sometimes it takes a considerable amount of time to prepare a GBL activity which could 66 make teachers reluctant to use it. Measures should be taken to lessen teachers’ workloads such as marking, keying in marks, paperwork, meetings, and administrative tasks. By providing teachers with more time to focus on teaching, they would be able to work on innovative ways of teaching the language like GBL. Findings of past studies (Fernandez-Rio et al., 2020; Siemon & Eckardt, 2017) indicated that one of the factors that negatively impacts GBL use is teacher’s workload. Regarding the conventional games through which teachers can create various contexts where students are provided with an opportunity to use English language for communication, express opinion and exchange information (Wright et al., 1984), teachers should be provided with the necessary materials in the departmental resource room and not have to look for or develop basic materials such as gameboards or card decks. Language centers should prepare games suitable for different students with different proficiency levels. Concerning online games for GBL, instructors should select the relevant games catering to the needs of students of different backgrounds and language levels. In addition, instructors should participate in forums, workshops, and conferences for sharing GBL ideas and success stories. In order to successfully implement GBL, teachers need to be encouraged and provided with time and resources to participate in workshops, seminars, and conferences to get updated regarding the latest GBL approaches as well as the required technology to implement them. Another issue that was raised is that some adult students were reluctant to use GBL. Some adult EAL students are reluctant to fully engage in activities like GBL because they think the games are not appropriate for their ages or even worthless (Landers et al., 2019). To address the issue of students’ lack of participation, teachers should make it clear that GBL is at the service of language learning (Galbis-Córdoba et al., 2017). They may change adult learners’ attitudes towards GBL by alleviating the issue of students’ discomfort and highlighting the benefits of GBL for language learning. They should hold the competition in a very friendly environment that is not intimidating to the language learners’ personality. In addition, the GBL activities should have a serious aim that is communicated to students and use the game mechanics to make the journey toward that objective more compelling. However, overexploitation of GBL may lead to student fatigue; bored or stressed students 67 may even prove to be counterproductive (Andrade et al., 2016). Teachers should not overestimate the effect of GBL but use it as a positive change to the classroom atmosphere. 5.3 Implications GBL is undoubtedly helping those involved in the process of education and learning. It is high time for teachers to be familiar with GBL in this digital era where the attention of students is lower than ever (Dixit et al., 2018). There are a number of implications from this study for those who are involved in the education sector. There are specific implications for teachers, students, and administrators pertaining to the use of GBL that I have discovered throughout this study. 5.3.1 Teachers Overall, the teachers involved in this study are excited about GBL. Though they are excited about the benefits and possibilities it offers, they may be reluctant to implement as they are unfamiliar with the mechanics, and find it time-consuming to plan. Hence, teachers are still in need of help to get more practice and professional development to use GBL with ease. Moreover, they also face time constraints when trying to implement educational games in the classroom. In this regard, they need to get help from those colleagues who are already experts in this method or use the institutional resource room materials. Additionally, they also need to join professional training programs, workshops, seminars, and conferences. For example, at Thompson Rivers University, the Centre for Excellence in Teaching & Learning (CELT) (www.tru.ca/celt) provides support for proferssional development. The University of Waterloo organizes a workshop namely ‘Enhancing Learning Through Gamification’ (https://uwaterloo.ca/centre-for-teaching-excellence/workshop-resources/enhancinglearning-through-GBL).Education World also holds an online course for professional development namely ‘GBL in the Classroom (https://www.educationworld.com/teachers/online-pd-gamification-classroom-k-12). Another example of resrouces for EAL teachers comes from the BCTEAL blog entitled “Practical Gamification in the Classroom” (https://bcteal.wordpress.com/2020/02/29/cdneltchat-summary-for-february-25-2020practical-gamification-in-the-classroom/). 68 TESOL's Computer Assisted Language Learning Interest Section and their annual "ElectronicVillage"(https://my.tesol.org/communities/communityhome?CommunityKey=06 0d8cce-83b4-41da-9227-8d36ac69f8e1) component for the international conference contribute to language learning. This is the main place for professional development for EAL teachers that relates to technology. The Computer-Assisted Language Learning Interest Section (CALL-IS) aims at facilitating interaction among members of TESOL with the desire to further the teaching of EFL, ESL, and languages in general through the medium of CALL. Their latest discussions revolved around networking for educators, TESOL webinars, 2021 CALL-IS Call for Nominations, and Integrated Digital English Acceleration and CALL Research. Teachers need to explore more free tools including mentioned above which align with the students’ needs, interests and preferences. In addition, one option for teachers may be to explore the GBL implementation advantages or take opportunities to be a co-designer of a GBL activity with another colleague. Additionally, they can let students be co-designers and create Kahoot gamified activities. Using online GBL programs like Kahoot allows for the creation of multiplechoice questions (for grammar or vocabulary tests) that students can answer individually or collaboratively. In GBL selection, teachers should consider different elements such as challenge, feedback, point, leaderboard, reward, level, curiosity, medal, warning signal, avatars, chunking, and virtual credits to be effective and attractive to students (Flores, 2015). Teachers can get students to participate in positive competition through GBL in which they are challenged to find the answer or solve a problem (reading, vocabulary, grammar) and award the winners with points, rewards or medals. Kahoot (www.kahoot.com) integrates the abovementioned element to provide a fun, interesting learning environment for students where students feel that they belong to a team and identify themselves with its goal. There is another way to make it more attractive to students by making students co-designers of the games. By using a co-creation approach, teachers can explore as to what really motivates students and engage them towards learning. Teachers may create games using Kahoot and present them to the students to review in order to increase their motivation and engagement. Teachers can also use online templates from Wordwall (https://wordwall.net/en69 us/community/games) and ask students to help create different types of games for teaching different language skills and components. Another aspect that could be considered is the cultural values and educational background of the learners. In the Canadian EAL learning environment, students come from all over the world with diverse cultural background that includes different education systems. Students from some countries, for example Japan, are more reserved and conservative in expressing themselves. Hence, students with these traits may find it uncomfortable to be involved in GBL activities where students are required to openly express themselves. In addition, teachers should define the purpose of GBL for adults in order to avoid their anxiety or the feeling of discomfort while participating in GBL competitions. Teachers should be aware that GBL is a supplement to language learning activities which should be at the right time and right situation. Their use is not compulsory. Teachers should do research in the area of GBL (e.g., action research) for language learning to deepen their theoretical as well as practical knowledge of using GBL. Furthermore, alternative assessment and pacing are also key strategies which should be taken into account when it comes to a gamified approach. GBL could significantly reduce stress of exams and improve scores among students. In this way, instructors can make learning fun and interesting. I used question testing (vocabulary, grammar) in Kahoot and ask students to answer individually or collaboratively. Overall, teachers need support from stakeholders to integrate GBL into classrooms effectively. For example, in order to use Kahoot or Wordwall for creating GBL, they need to be supported through training on how to use these websites. They also need to be assisted with suitable computer systems with good internet connections. 5.3.2 Students Some of the data from this study indicated that students also encounter obstacles to their learning when participating in gamified lesson; for example, some of them found GBL irrelevant, inconsistent with their educational background, or inconsistent with their sense of identity or ego. While students can use GBL to improve language skills (speaking, listening, 70 reading, and writing) and components (vocabulary, grammar, and pronunciation) and GBL can positively contribute to students’ motivation, engagement, and satisfaction there may be some drawbacks to consider. Care should be taken when designing activities as students may prefer to learn at their own pace and many have anxiety in collaborative GBL learning. GBL should not cause negative competition since it may be counterproductive. As an example, some adult learners feel anxious or humiliated if they lose a game which is consistent with finding of a study by Charles et al. (2011). Overuse of GBL in teaching language could possibly result in a stressful environment and consequently students’ motivation and engagement could be decreased and the objectives of lesson or course might not be achieved. Drawing on social constructivist approaches, students can participate in student-centered learning through GBL by also contributing to game design. 5.3.3 Administrators The role of administrators is crucial in the success of any institution (Richardson, 2003). They should provide technical support to the teaching staff in terms of providing essential tools like smart boards, which are helpful to implement GLP. They should also provide funding for required resources such as: materials for developing games, high speed internet, required software, and online educational games (Tsourma et al., 2019). Moreover, administrators need to support the organization by providing or helping to organize workshops, seminars, webinars, conferences, or other training programs in schools to train their teaching staff. These opportunities can help them learn how to create games using templates from gamifying sites (Richardson, 2003) and Stieler-Hunt and Jones (2019) found that using games, while being mentored and assisted, supported teaching professional development. Furthermore, they should invite experts in the field of GBL to help their teachers to overcome their challenges such as lack of time and students’ preferences when implementing GBL. In terms of time, they should recruit experts to share their experiences in effectively planning, designing, and implementing GBL. Concerning, students’ preference, experienced experts in the fields of GBL development and use should be invited to share their ideas in addressing issues associated with students’ preferences. GBL success stories should be taken into account; for example, the Duolingo language learning app which uses daily goals, streaks, and a finite number of lives in order to motivate the users to log in 71 daily and continue learning as in a study, Ajisoko (2020), indicated that Duolingo significantly improved students’ vocabulary learning. In regard to teachers’ professional development, one way administrators could promote GBL would be in the use of badges for those teachers who complete GBL courses to help model and cultivate GBL use. An example of this comes from the Deloitte Leadership Academy (2021). Deloitte awards teachers with badges which can be shared in their LinkedIn profiles for global views through the internet. Administrators could also encourage teachers to join professional associations or relevant international bodies and facilitate their participations in national or international seminars, webinars, and conferences on GBL use for language teaching and learning such as TESOL International (www.tesol.org), TESL Canada (www.tesl.org), and/or BCTEAL (bcteal.org). Although in the Asian context administrators and program heads play an important role in teacher professional development, but in the western context teachers are more autonomous thus enjoying more freedom and authority over their professional development. Teacher-to-teacher professional development could occur with some teachers taking on leading roles to mentor or teachers. This study showed that social influence is an important factor that can impact teachers’ professional development and consequently their use of GBL. The study findings imply that teachers can create a community of practice around GBL, participate in GBL workshops, seminars, webinars, and trainings and share with their counterparts through mentoring. This way the culture of GBL could be promoted and the obstacles will surface and be tackled. To conclude, the findings of this study have implications for EAL students, teachers and administrators. Students will be informed regarding benefits of GBL use and their preferences in using GBL and the potential barriers that might hinder their participation. The findings will be awareness-raising for teachers concerning advantages as well as the barriers of implementing GBL. The study can also be informative for the administrators to tackle the barriers, contribute to teacher professional development and facilitate the use of GBL by students and teachers. 72 5.4 Limitations of the Study The current research has several limitations. First, one of the limitations of the study is the challenge of finding participants. Initially, this study aimed to survey and interview 12 teachers to get sufficient data to address the research objectives and questions; however, due to COVID-19, it was not feasible for me to access that number of participants, and consequently the number of the sample is smaller than expected. Hence, i involved eight EAL teachers in the survey and invited four teachers to respond to the interview questions. Although the response rate is low for the online survey, the obtained data helped answer the research questions. Moreover, given such a low response rate, validity may be questioned, where selection bias can play a role in the study limitation as all willing participants were interviewed. The findings might not be generalized as the study only explored the phenomenon of using GBL involving a limited number of teachers. Taking into account the local context and the research design, the current study was carried out in the context of Thomson Rivers University. The findings are not generalizable to the global context though the questions might be global in nature. Due to the small and imbalanced sample, the study did not run correlative analysis. In this study, a context-specific interpretation of the results was carried out. The study contributions and findings are consistent with its theoretical underpinnings. The study found that the elements of the technology acceptance model, namely usefulness, attitude, and social influence positively contribute to the use of GBL of EAL teachers. This study has opened some avenues for further research. The findings of the study should be supported by other studies in other contexts. Teachers’ gender, teaching experience, and age may impact their use of GBL. A substantially larger sample is needed to test the variables including those emerged as the theme of the study. The study was limited to EAL context, study on EFL, or ESL contexts might be of interest. Future lines of research may continue to investigate the use of GBL through experimental design. Despite the limitations of the study, the survey data and the interview data provide adequate information to address the research objectives and research questions, and the findings contributed to interpretations which were consistent or partially consistent with the literature. The study helped to develop a deep understanding of teachers’ attitudes towards 73 GBL as well as the opportunities and barriers of using GBL. The findings of the study also support the key elements of technology acceptance theory, namely usefulness, attitude, and social influence. 5.5 Future Work The next step will be to continue research in this area. It would be useful to repeat this study with a larger sample group or with teachers from another institution or country. Another direction is that the factors associated with opportunities (usefulness, attitude, social influence, motivation, and fun and enjoyment) and obstacles (time, resources, and students’ preferences) explored in this study be examined in a large-scale survey study. A further study using mixed method design involving more teachers as well as students may be recommended to explore both teachers and students’ perspectives of GBL in a single study. It will be of interest to develop training, workshops, seminars, webinars, and conferences that promotes GBL use among EAL teachers (pre-service and in-service teachers). 74 Chapter 6: Conclusion This is one of the first studies to explore the opportunities and obstacles of GBL use in an EAL context from the perspective of teachers serving in a Canadian institution. The findings show that the teachers have mixed perspectives of GBL use in their classes, though overall the advantages outweigh the disadvantages. All teachers acknowledged the usefulness of GBL (e.g., control over teaching, reducing the time for task, and improving the quality of work), the role of social influence(e.g., respectful people encouragement, peer/coworker influence, and effect of influential people), and had positive attitudes towards its effectiveness (e.g., positive perception of using GBL in teaching, sharing with colleagues, enjoyment in GBL, lack of comfort in using GBL), and positively contribute to GBL use (in terms of frequency of use, devoting sufficient time, and using GBL in future). Additionally, many felt that GBL creates a fun environment where engagement, communication, interaction, positive competition, motivation, pair work, and group work take place in a stress-free atmosphere. Finally, they felt that GBL can increase students’ motivation and engagement. Although the teachers accepted that GBL is a trending methodology with impressive results, it is underused by teachers. This is consistent with the literature (Martí-Parreño et al., 2016). As has been found in other studies (Hanus & Fox, 2015), some participants in this study were cautious in using GBL as they believed that the result might be counterproductive in terms of the teaching and learning environment. This unsatisfactory usage of GBL might be rooted in obstacles such as lack of time, lack of resources, and student preferences. In terms of time, it was found that figuring out the right games for the right students in the right context, planning, preparation, incorporation, teacher professional development, and learning GBL technology could take a lot of time, which are regarded as barriers to the implementation of GBL, thus discouraging the use of GBL. Regarding resources, the issues of GBL are exploration, planning, effort, creation, finding relevant materials, adaption, administration, and implementation of GBL technology. Concerning preferences, it was 75 found that some factors such as lack of clear purpose for GBL, point of view, culture, ego, and competition are the challenging issues associated with students’ lack of participation in GBL. Some students are more traditional, and they might think that games are irrelevant and do not belong in the classroom (Galbis-Córdoba et al., 2017). Hence, a lack of understanding the purpose of GBL, and traditional viewpoints to GBL might make students reluctant to participate in GBL for language learning. Nevertheless, teachers should be encouraged to use GBL to stimulate students to take more active roles in language learning (Asiri, 2019). Teachers should use GBL purposefully otherwise it may backfire. It is prudent for teachers to evaluate the existing findings of empirical studies and evidence behind GBL trends before applying such approaches to the classroom context. Incorporation of digital GBL in the hopes of making materials more motivating and engaging is encouraged. To conclude, this study was an attempt to address many of the drawbacks and limitations in the other empirical studies, particularly from the point of view of EAL teachers. It is important to note that our findings are limited to the data obtained from eight EAL teachers serving at Thompson Rivers University, Canada. Hence, the interpretation of the findings of this study should be done in the light of the limitations of the study. The next step will be to continue research in this area. It would be useful to repeat this study with a larger sample group or with teachers from another institution. Another direction is that the factors associated with opportunities and obstacles explored in this study be examined in a large-scale survey study. It will be of interest to develop training that promotes GBL use among EAL teachers (pre-service and in-service teachers). I will attempt to support the use of GBL among my colleagues in the current institution where I am teaching English. I am also planning to develop a website for my EAL classes with different games and games templates adopted from websites offering free games from sites such as Wordwall, TESOL International Association, and TEFL Net. To contribute to the conversations in EAL teaching and learning through GBL, I will present the findings of the current study at the coming EAL conference in Canada and share the findings with EAL and TESL program faculty members, students, and administrators at 76 Thompson Rivers University. Furthermore, I hope to potentially publish the findings in the BCTEAL or TESL Canada journals to reach a wider audience and readership. This will keep me busy while contemplating the possibilities for future research and pursuing my education. 77 References Abdel-Maksoud, N. F. (2018). 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Can games be motivating in learning grammar? Teaching English with Technology, 16(3), 17–36. 87 APPENDICES Appendix A - EAL teachers' attitudes towards game-based learning technology Statement Scale Total Strongly Agree Neither agree agree Disagree Strongly disagree nor disagree Use of GBL can reduce the 0.00% 0.00% 50.00% 37.5% 12.5% 8 time for task Using of GBL improves the 0.00% 87.5.00% 0.00% 12.5% 0.00% 8 87.5% 0.00% 12.5% 0.00% 8 37.5% 37.5% 12.5% 12.5% 8 in 12.5% 75.00% 0.00% 12.5% 0.00% 8 Using GBL applications is 12.5% 75.00% 0.00% 12.5% 0.00% 8 12.5% 37.5% 50.00% 0.00% 8 quality of my work. Overall, GBL is useful for 0.00% my work Using of GBL gives me 0.00% greater control over my teaching I like using GBL teaching enjoyable I always try to use the GBL 0.00% application on as many 88 occasions as possible If I had enough time, I 0.00% would use the 25.00% 50.00% 12.5% 12.5% 8 50.00% 0.00% 12.5% 0.00% 8 50.00% 12.5% 25.00% 0.00% 8 62.5% 37.5% 0.00% 0.00% 8 62.5% 25.00% 12.5% 0.00% 8 00.00% 00.00% 50.00% 50.00% 8 50.00% 0.00% 12.5% 00.00% 8 GBL application I intend to continue using 37.5% the GBL application in the future People whom I respect 12.5% would encourage me to use GBL My friends/co-workers 0.00% would think using GBL is a good idea People who influence my 0.00% behavior think that I should use GBL Using GBL make me applications 0.00% feel uncomfortable I talk with my colleagues 37.5% about GBL 89 Appendix B - Survey Consent Thompson Rivers University EAL Instructors’ Attitudes towards Game-based Learning Adoption in Education: Obstacles and Opportunities Supervisor: Dr. Karen Densky (Associate Teaching Professor at TRU) Contact: kdensky@tru.ca Supervisor: Dr. Michelle Harrison (Assistant Professor at TRU) Contact: mharrison@tru.ca Researcher: Muhammad Yasir Babar (M.ED Student at TRU) Contact: babarm18@tru.ca Definition of gamification: GBL is commonly defined as using game design elements in non-game education What is the study and purpose? The primary goal of the current research study is to explore the factors affecting the adoption of GBL and game-based learning by teachers in English as an Additional Language (EAL) classroom. In this research project qualitative data will be gathered from interviews and surveys. Several game-based applications for educational purposes are available and readily accessible, such as Youtopia, Duolingo, and Class Dojoto name a few; however, this does not mean that the majority of EAL teachers are actually making use of and incorporating them into teaching practice. Whether these applications are adopted depends partly on the BI of teachers, which are also influenced by a combination of external and internal factors. 90 Further investigation is necessary, however, in order to analyze the factors specifically influencing EAL teachers in terms of their BI to adopt GBL, and this study intends to fill that gap in the existing body of research. The following research questions will be explored:  What are the EAL teachers' attitudes towards gamification and game-based learning technology?  What is the relationship between teaching experience, education, and using game-based learning?  Are there relationships between teachers’ behavioral intentions to adopt GBL and the independent variables between intentions andactions? Who is conducting the study? The study is being led by Muhammad Yasir Babar, student of Master in Education programme, at Thompson Rivers University. Voluntary participation Your participation is entirely voluntary. You are being invited to take part in this research study because it intends to explore the factors affecting the adoption of game-based learning by teachers in EAL teachers. You can withdraw at any time during the study. Your related data (recordings, notes) will be destroyed and all reference will be removed as soon as you withdraw from the study. Contact the investigator by email or telephone (contact information below), or state your intention to withdraw directly before or during the survey or interview by saying something similar to “I wish to withdraw from this study at this time” to the investigator. Again no data obtained from you will be used in the study if you withdraw at any time. What will I have to do? 91 There are two parts to your participation. First i would like your permission to collect your response for the survey. This would include collecting data related to exploring ‘why’ or ‘why not’ the teachers use gamification in their classrooms. The second part would be to participate in a semi-structured online interview. After reading this Consent Form, you will indicate your consent to each of the parts separately. The interview will be conducted online and will take a maximum of 20minutes; it will be scheduled at a time convenient to you and will be recorded. The Survey will be conducted through survey monkey. It will take maximum 45 minutes. If you do consent, you will be asked to share an email address for help in scheduling. Confidentiality The participants’ identity in the research report and any identifying information will be removed from the report. I will hold any personally identifying information confidential and destroyed. I will ensure the protection, access, control, and security of your data and personal information during the recruitment, data collection, reporting of findings, dissemination of data, and after the study is completed. The data will be protected by keeping it stored on an encrypted hard drive and any transcripts will be anonymized to ensure confidentiality. I will ask for permission to share any quotes or artefacts created during the research process. Member checking is a qualitative technique used to establish the tenet of creditability in trustworthiness. Credibility involves establishing the truth of the research study’s findings; in laymen’s terms, it means showing that the findings are accurate and honest. Traditionally, member checking is defined as sharing either a brief summary of the finds or sharing the whole findings with the research participants. This is its classical definition based on the work of Lincoln and Guba (1985) who are seminal authors on all areas of trustworthiness in qualitative research. What are the risks to this study? I do not believe there are any foreseeable risks to you by participating in this study. If any of the questions make you uncomfortable, you do not have to answer them and there is no negative consequence to this. 92 Potential benefits of the study The potential benefits of your participation in this research include a better understanding of the obstacles in the way of teachers to use gamification in their classroom. This study aims to explore and document your experiences as an EAL teacher within these types of courses is an identified gap in the research literature. Is there payment for this study? There is no payment for participating in this study. Organizational permission Permission to conduct research for this study has been obtained from the Office of Research and Graduate Studies, Thompson Rivers University and the Research Ethics Board who can be contacted at TRU-REB@tru.ca or at 1-250-828-5000. Study results Study results will be disseminated in the thesis which is a partial fulfillment of the requirement for the degree of Master in Education. Contacts For any further information about the study, or if you require clarification of any details, please contact: ● Muhammad Yasir Babar babarm18@tru.ca 1 778-694-4524 If you have any concerns about your rights as a research participant and/or your experiences while participating in this study, you may contact the Chair of TRU Research Ethics Board at 1-250-828-5000. 93 Consent By clicking on the “agree” button below, you indicate that you have retained a copy of this consent form for your own records and that you consent to participate in this study. Please also fill out the following question to indicate how you would like to be acknowledged in the study outputs. Option 1: survey I consent to the collection of data for the purpose of survey _____________ Participant to provide initials Option 2: semi-structured interview I would like to participate in a semi-structured interview _____________ Participant to provide initial Email contact: ______________________ 94 Appendix C - Survey Questionnaire Questionnaire A. Demographic information Age: 20s, 30s, 40s, 50s, 60 above Experience: 1-5, 6-10, 11-15, 16-20, 21-25, 26-30 Gender: male or female B. The main factors A. Social Influence No Item 1 People who influence my behavior think that I should use GBL. (SI1) 2 People whom I respect would encourage me to use GBL. (SI2) 3 My friends/coworkers would think using GBL is a good idea. (SI3) Strongly Disagree Neutral disagree Agree Strongly agree 95 B. Perceived Usefulness No Item 1 Using GBL gives me greater control over my work. (PU1) Use of GBL can reduce the time needed for my work tasks. (PU2) 2 3 Using GBL improves the quality of my work. (PU3) 4 Overall, GBL is useful for my work. (PU4) Strongly disagree Disagree Neutral Agree Strongly agree Strongly disagree Disagree Neutral Agree Strongly agree C. Attitude No Item 1 I like using GBL in teaching. (AA1) 96 2 I hate to talk with my colleagues about GBL. (AA2) 3 Using gamified applications is enjoyable. (AA3) 4 Using gamified applications makes me feel uncomfortable.* (AA4) D. Behavioral Intention No Item 1 I always try to use the gamified application in/on as many cases/occasions as possible. (BI1) 2 If I had enough time, I would use the gamified application. (BI2) Strongly disagree Disagree Neutral Agree Strongly agree 97 3 I intend to continue using the gamified application in the future. (BI3) 98 Appendix D - Interview Consent EAL Instructors’ Attitudes towards Game-based Learning Adoption in Education: Obstacles and Opportunities Consent to Participate in a Research Project (Interview) Thank you for agreeing to participate in this interview on A EAL Instructors’ Attitudes towards Game-based Learning Adoption in Education: Obstacles and Opportunities. The interview will involve four questions and should take approximately 20 minutes. The interview is being recorded. If you would like to withdraw from the interview at any time, please kindly let me know. Preferred pseudonym: Instructions Confidentiality: The participants’ identity in the research report and any identifying information will be removed from the report. I will hold any personally identifying information confidential and destroyed. I will ensure the protection, access, control, and security of your data and personal information during the recruitment, data collection, reporting of findings, dissemination of data, and after the study is completed. The data will be protected by keeping it stored on an encrypted hard drive and any transcripts will be anonymized to ensure confidentiality. I will ask for permission to share any quotes or artefacts created during the research process. Member checking is a qualitative technique used to establish the tenet of creditability in trustworthiness. Credibility involves establishing the truth of the research study’s findings; in laymen’s terms, it means showing that the findings are accurate and honest. Traditionally, member checking is defined as sharing either a brief summary of the finds or sharing the whole findings with the research participants. This is its classical 99 definition based on the work of Lincoln and Guba (1985) who are seminal authors on all areas of trustworthiness in qualitative research. Voluntary participation Your participation is entirely voluntary. You are being invited to take part in this research study because it intends to explore the factors affecting the adoption of game-based learning by teachers in EAL teachers. You can withdraw at any time during the study. Your related data (recordings, notes) will be destroyed and all reference will be removed as soon as you withdraw from the study. Contact the investigator by email or telephone (contact information below), or state your intention to withdraw directly before or during the survey or interview by saying something similar to “I wish to withdraw from this study at this time” to the investigator. Again no data obtained from you will be used in the study if you withdraw at any time. What are the risks to this study? I do not believe there are any foreseeable risks to you by participating in this study. If any of the questions make you uncomfortable, you do not have to answer them and there is no negative consequence to this. Potential benefits of the study The potential benefits of your participation in this research include a better understanding of the obstacles in the way of teachers to use gamification in their classroom. This study aims to explore and document your experiences as an EAL teacher within these types of courses is an identified gap in the research literature. Organizational permission Permission to conduct research for this study has been obtained from the Office of Research and Graduate Studies, Thompson Rivers University and the Research Ethics Board who can be contacted at TRU-REB@tru.ca or at 1-250-828-5000. 100 Study results Study results will be disseminated in the thesis which is a partial fulfillment of the requirement for the degree of Master in Education. Contacts For any further information about the study, or if you require clarification of any details, please contact: ● Muhammad Yasir Babar babarm18@tru.ca 1 778-694-4524 If you have any concerns about your rights as a research participant and/or your experiences while participating in this study, you may contact the Chair of TRU Research Ethics Board at 1-250-828-5000. 101 Appendix E - Interview Protocol Interview Questions 1. Do you use game in your EAL (English as an Additional Language class? Why yes/why no, can you explain more? 2. Why do you/don’t you use GBL approach in your EAL? Can you explain more? 3. What are the obstacles of using GBL in language teaching? Can you please tell me more about that barrier? 4. What is the advantage of using game-based learning approach? Can you please explain to me more? 102 Appendix F - Ethics Approval June 04, 2020 Mr. Muhammad Babar Faculty of Education and Social Work\Education Thompson Rivers University File Number: 102440 Approval Date: June 06, 2020 Expiry Date: June 06, 2021 Dear Mr. Muhammad Babar, The Research Ethics Board has reviewed your application titled 'EAL Instructors’ Attitudes towards Game-based Learning Adoption in Education: Obstacles and Opportunities'. Your application has been approved. You may begin the proposed research. This REB approval, dated June 06, 2020, is valid for one year less a day: June 06, 2021. Throughout the duration of this REB approval, all requests for modifications, renewals and serious adverse event reports are submitted via the Research Portal. To continue your proposed research beyond June 06, 2021, you must submit a Renewal Form before June 06, 2021. If your research ends before June 06, 2021, please submit a Final Report Form to close out REB approval monitoring efforts. If you have any questions about the REB review & approval process, please contact the Research Ethics Office via 250.852.7122. If you encounter any issues when working in the Research Portal, please contact the Research Office at 250.371.5586. Sincerely, Joyce O'Mahony Chair, Research Ethics Board 103