OFFSTONE JAN EDITION 2023

38 The most recent online platform for learning is Kahoot that allows users to create quizzes and to play online. Some of the popular aspect for language learning commonly made in Kahoot are vocabulary, grammar, tenses, and other English language related topic that have been gamified. Therefore, there are various kinds of online games available on the internet that can make learning English more creative and interactive, shifting the responsibility for teaching and learning to the students where they have the liberty to choose innumerable platforms to enhance their language ability, that does not only happen in the classroom. Rather, what they are doing outside class, which is playing games among others, is some of the ways in which learning can take place anywhere and anytime. It can be said that learning takes place during their class and while doing their leisure activities. Closing In conclusion, the sky is the limit as to what is the choice of the educators and learners to use the ever-growing modern technology that can act as a tool to facilitate learning. Like it or not, gamification is already a part of life of many people around the world. There is a saying that “if you can’t beat them, join them”. The availability of online game on the internet provides endless opportunities for learners to learn and practice their language skills as they immerse in their games through fun and interactive way. Gaming is here to stay, and we know it is pervasive. Therefore, we might as well use it as a supporting tool rather that looking at this as a technology that has detrimental effects on the life of human beings. BIBLIOGRAPHY Bahadir, O., & Arslan, E. (2020). The impact of Online Gaming on English Language Learning amongst Turkish University Students. International Journal of Humanities and Social Science Research , 10(1), 134-140. Kim, H.J. (2013). Language Learning through online gaming; A case study of English Language learners in South Korea. International Journal of Gaming and Computer Mediated- Simulation , 5(3), 1(14). Lu, X., & Chen, J. (2018). Using Online Games to promote English Language among young learners. International Journal of Emerging Technologies in Learning (iJET). 13(9), 18(24). Liu, J & Wang, J. (2015). The impact of online game on language learning. Journal of Educational Technology Development and Exchange, 6 (1), 1 (16) Sanches-Alvares, N., Rodriguez-Ariza, L. (2019). The potential video games for language learning in the classroom: A review of the literature. Journal of Educational Technology Development and Exchange , 2(1), 1-18.

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