top of page

Reasoning Behind the Design

image.png

    Collaboration skills involve working together to solve problems, answer questions, and achieve common goals. They are essential in learning, where groups work together to solve problems, complete tasks, or produce products. Collaborative activities in writing tasks, such as giving peer feedback, can help students think critically, express themselves more openly, and improve their writing abilities (Luna & Ortiz, 2013). The collaborative writing activities also allow students to learn through language in discussions, enhancing their writing skills (Zhang, 2018). It also aligns with Vygotsky's Zone of Proximal Development, emphasizing knowledge formation through social interaction (Saville-Troike, 2012).

 

    Peer feedback activity in EFL writing courses can help students improve their writing proficiency and, at the same time, communicative skills. Peer feedback is a crucial component of the process-oriented approach to writing, which is grounded on Zone Proximal Development (ZPD) concepts, one of which is that learners can maximize their gains through interaction/collaboration with other people (Vygotsky, 1978). Giving comments on each other's work in offline classroom situations can allow them to practice their English language skills in a relevant environment. Embedding this approach in language classes can help EFL students build cooperation abilities, reader awareness, and writing quality (Hanjani & Li, 2014). Despite the advantages, it also has challenges, such as culture and language proficiency levels (Hansen & Liu, 2005). In the Indonesian context, face-to-face peer feedback can be awkward and embarrassing since the students are not accustomed to giving direct feedback to a particular person. Furthermore, with limited language proficiency, students will work hard to provide feedback. Several other issues also arise from the offline mode peer feedback, such as students' infrequent use of peer feedback, learners' predisposition to address local issues in texts, such as grammar and vocabulary, more repeatedly as compared to global issues in writing, such as content and organization (Cho & Schunn, 2007).

 

    Online peer feedback activities can offer opportunities for peer feedback outside the classroom with minimal cultural and language proficiency challenges. The Internet played an important role in overcoming the cultural background and language proficiency that inhibit participation in learning (Wu et al., 2015; Saeed & Ghazali, 2017; Kurniawan et al., 2020; Pitaloka et al., 2020). In general, some studies found that EFL students had positive perceptions toward using internet technology in their learning process (Abdullah et al., 2015; Sepahpanah et al., 2015). In terms of advantages, online peer feedback can benefit from interactive textual exchange, initiate higher student involvement, optimize the benefits of constructive feedback in collaborative writing, offer group cohesion, and are compatible with current circumstances (Guardado & Shi, 2007; Chen, 2016; Razak & Saeed, 2014). In the online mode of peer feedback, students can do the activity without the pressures of doing it in class, such as embarrassment and unnecessary conflict.

 

    The process-oriented approach in writing is a multi-stage process of drafting-feedback-revision. It takes a longer time and requires more effort to finish compared to a product-oriented approach in writing (Badger & White, 2000; Onozawa, 2010; Stanley, 1993). Motivation and engagement are critical for a successful process writing activity and can pose a significant challenge if the activity is not well-planned. Game-like components, or gamification, can provide an engaging setting that helps boost language proficiency and self-confidence (Castañeda & Cho, 2016). According to Kapp (2012), gamification uses game-based aspects to engage users, stimulate action, encourage learning, and address difficulties. With game components like points, badges, incentives, and accomplishments, gamification increases learning motivation and engagement in educational settings (Zourmpakis et al., 2022). In English as a foreign language learning, the application of a game-like application in a classroom can help to enhance language accuracy (Castañeda & Cho, 2016; Yavuz et al., 2020) and attitudes, motivation, and confidence (Castañeda & Cho, 2016; Phuong, 2020). Adding gamification elements in the online peer feedback tool might enhance process writing activities and help students address the learning activities' issues. On the other hand, teachers can be overwhelmed by facilitating the process of writing activities. They must keep track of students' progress from all the drafts they produce. If an online platform provides good housekeeping of students' drafts, teachers will not lose track and can easily see students progressing.

 

    Google Docs is a popular online cloud collaboration tool that can be the platform for online peer feedback activity. Its use may remedy cultural and language proficiency level challenges in peer feedback. To address all four challenges, i.e., culture, language proficiency, motivation and engagement, and class documentation management, simultaneously, we can design an online application that provides a platform for an online learning platform. It also features gamification aspects, such as badges and leaderboards, and an integrated class documentation system.

 

References:

Abdullah, Z. D., Ziden, A. B. A., Aman, R. B. C., & Mustafa, K. I. (2015). Students ’ attitudes towards information technology and the relationship with their academic achievement. Contemporary Education Technology, 6(4), 338–354.

Badger, R., & White, G. (2000). A process genre approach to teaching writing. ELT Journal, 54(2l), 153–160.

​

Castañeda, D. A., & Cho, M. H. (2016). Use of a game-like application on a mobile device to improve accuracy in conjugating Spanish verbs. Computer Assisted Language Learning, 29(7), 1195–1204. https://doi.org/10.1080/09588221.2016.1197950

​

Chen, T. (2016). Technology-supported peer feedback in ESL/EFL writing classes: a research synthesis. Computer Assisted Language Learning, 29(2), 365–397. https://doi.org/10.1080/09588221.2014.960942

​

Cho, K., & Schunn, C. D. (2007). Scaffolded writing and rewriting in the discipline: A web-based reciprocal peer review system. Computers and Education, 48(3), 409–426. https://doi.org/10.1016/j.compedu.2005.02.004

​

Guardado, M., & Shi, L. (2007). ESL students ’ experiences of online peer feedback. Computers and Composition, 24, 443–461. https://doi.org/10.1016/j.compcom.2007.03.002

​

Hansen, J. G., & Liu, J. (2005). Guiding principles for effective peer response. ELT Journal, 59(1), 31–38. https://doi.org/10.1093/elt/cci004

​

Kapp, K. (2012) The Gamification of Learning and Instruction. Game-Based Methods and Strategies for Training and Education. Pfeiffer.

​

Kurniawan, D., Suganda, L. A., & Zuraida. (2020). Cloud collaborative reflective strategy and its effect toward english pronunciation of pre-service teachers in their teaching practice program. International Conference on Progressive Education (ICOPE 2019), 422, 141–146. https://doi.org/10.2991/assehr.k.200323.107

​

Luna, A. M. R., & Ortiz, L. S. H. (2013). Collaborative writing to enhance academic writing development through project work. HOW, A Colombian Journal for Teachers of English, 20, 130–148.

​

Onozawa, C. (2010). A study of the process writing approach. Proceedings of Kyoai Gakuen College, Japan, 153–163.

​

Phuong, T. T. H. (2020). Gamified Learning: Are Vietnamese EFL Learners Ready Yet? International Journal of Emerging Technologies in Learning, 15(24), 242–251. https://doi.org/10.3991/ijet.v15i24.16667

​

Pitaloka, N. L., Anggraini, H. W., Kurniawan, D., Erlina, E., & Jaya, H. P. (2020). Blended learning in a reading course : Undergraduate EFL students’ perceptions and experiences. | IRJE |Indonesian Research Journal in Education|, 4(1), 43–57.

​

Razak, N. A., & Saeed, M. A. (2014). Collaborative writing revision process among learners of English as a foreign language (EFL) in an online community of practice (CoP). Australasian Journal of Educational Technology, 30(5), 580–599. https://doi.org/10.14742/ajet.786

​

Saeed, M. A., & Ghazali, K. (2017). Asynchronous group review of EFL writing: Interactions and text revisions. Language Learning and Technology, 21(2), 200–226.

Saville-Troike, M. (2012). Introducing Second Language Acquisition. In Introducing Second Language Acquisition (2nd ed.). Cambridge University Press. https://doi.org/10.1017/cbo9780511808838.002

​

Sepahpanah, M., Movahedi, R., & Farani, A. Y. (2015). The study of students' attitudes towards the use of Internet in education (case study: Kermanshah Azad University). Interdisciplinary Journal of Virtual Learning in Medical Sciences, 6(3), 40–51.

​

Stanley, G. (1993). Approaches to process writing. https://www.teachingenglish.org.uk/article/approaches-process-writing

​

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.

​

Wu, W.C.V., Petit, E., & Chen, C.H. (2015). EFL writing revision with blind expert and peer review using a CMC open forum. Computer Assisted Language Learning, 28(1), 58–80. https://doi.org/https://doi.org/10.1080/09588221.2014.937442

​

Yavuz, F., Ozdemir, E., & Celik, O. (2020). The effect of online gamification on EFL learners’ writing anxiety levels: a process-based approach. World Journal on Educational Technology: Current Issues, 12(2), 62–70. https://doi.org/10.18844/wjet.v12i2.4600

​

Zhang, M. (2018). Collaborative writing in the EFL classroom: The effects of L1 and L2 use. System, 76, 1–12. https://doi.org/10.1016/j.system.2018.04.009

Zourmpakis, A. I., Papadakis, S., & Kalogiannakis, M. (2022). Education of preschool and elementary teachers on the use of adaptive gamification in science education. International Journal of Technology Enhanced Learning, 14(1), 1–16. https://doi.org/10.1504/IJTEL.2022.120556

​

bottom of page