Investigating the Impact of Gamification on Challenging the Orthodox Pedagogy of Chinese Primary School English Education
- DOI
- 10.2991/978-2-38476-440-2_9How to use a DOI?
- Keywords
- Primary school learning; English teaching; Gamification
- Abstract
Since the mid-1980s, some key schools in cities have been gradually introducing English teaching that combines structure and function. However, due to the unclear position of the English curriculum in the teaching syllabus and the lack of suitable textbooks, primary school English has not yet been standardized. In 2001, the Chinese government began to attach importance to and comprehensively improve the English proficiency of its citizens, and included English as a compulsory course in the curriculum. There have been some new developments in primary school English teaching, including the shift from focusing on English structures and functions to active learning methods. However, teacher-centered and book-based activities still dominate significantly. This could cause problems, such as students lacking critical thinking skills and lacking authentic language environments. This paper aims to study the contemporary teaching methods and shortcomings in primary school English education in China, as well as how teachers can overcome these shortcomings through gamification. Gamification, as a modern English teaching method, can stimulate students’ critical thinking through classroom language communication and games, providing them with a realistic learning environment. English scenario design is a tool that teachers use to enhance students’ participation and interest, and promote their ability to learn independently. This article explores how teachers can control the progress of courses and set meaningful games. Modern English teaching can be reorganized through the integration of gamification, which shifts the focus of the classroom for students, encourages active learning, collaborative problem-solving, and ultimately improves language skills and critical thinking.
- Copyright
- © 2025 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Xinwei Li PY - 2025 DA - 2025/07/10 TI - Investigating the Impact of Gamification on Challenging the Orthodox Pedagogy of Chinese Primary School English Education BT - Proceedings of the 2025 11th International Conference on Humanities and Social Science Research(ICHSSR 2025) PB - Atlantis Press SP - 71 EP - 78 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-440-2_9 DO - 10.2991/978-2-38476-440-2_9 ID - Li2025 ER -