How Does Gamified L2 Learning Enhance Motivation and Engagement DOI
Mourad Majdoub, Géraldine Heilporn

Advances in educational technologies and instructional design book series, Год журнала: 2023, Номер unknown, С. 134 - 173

Опубликована: Дек. 30, 2023

In recent years, the popularity of gamification has gained momentum with growing numbers publications as well mass appeal among learners for its potential to stimulate motivation, engagement, and positive experiences. However, this vein research mainly focused on effects game mechanics how they can be incorporated within a gamified learning context enhance users' L2 teaching learning, literature states that most studies lack theoretical principles guide design experiences promote learners' motivation engagement. To make picture more coherent, chapter synthesizes existing focusing empirical findings related factors affecting current models, affordances, their inherent motivational engagement outcomes. For review, thematic content analysis 73 dating from 2017 late 2022 were examined.

Язык: Английский

Enhancing the Achievement of Learning Outcomes for Foreign Language Learners Based on Gamification and Card Games DOI Creative Commons
Yasmeen Alomair, Salah Hammami

International Journal of Computer Games Technology, Год журнала: 2024, Номер 2024(1)

Опубликована: Янв. 1, 2024

Gamification and card games have gained increased popularity across diverse educational domains, particularly in the field of foreign language learning (FLL). They offer potent tools that can transform process into an engaging, interactive, enjoyable experience. Currently, numerous instances gamified or game–based methods demonstrated their significant impact on sustaining learners’ engagement advancing proficiency levels. However, it is noteworthy these approaches often prioritize motivational aspect while neglecting imperative need to enhance student outcomes (SLOs). The latter holds pivotal importance not only determining success academic courses but also evaluating effectiveness e‐content. To address this gap, primary objective work achievement SLOs within context courses. A novel framework proposed for languages, harnessing potential gamification games. This framework, developed through integration contemporary technologies used e‐learning systems applications, encompasses agent technology microlearning strategy. case study was conducted evaluate framework. results revealed a statistically improvement SLOs. contributes significantly advancement both game‐based learning, presenting promising pedagogical paradigm teaching learning.

Язык: Английский

Процитировано

2

Continuous learning at work: the power of gamification DOI Creative Commons
Stefano Torresan, Andreas Hinterhuber

Management Decision, Год журнала: 2023, Номер 61(13), С. 386 - 412

Опубликована: Ноя. 28, 2023

Purpose This literature review explores the potential of gamification in workplace learning beyond formal training. The study also highlights research gaps and opportunities for scholars to develop new theories methodologies enhance understanding application learning. It provides guidance managers use engagement. Ultimately, this presents as a promising field increase individual organizational performance. Design/methodology/approach Literature 6625 papers timeframe 1990–2020, with an update include published 2023. Findings article examines impact its employee productivity well-being workplace. While there has been extensive on contexts, little is known about informal argues that context crucial extending effects discusses role, antecedents consequences game design elements how relates during work. Further necessary investigate characteristics work experience Research limitations/implications Intended contribution present development theoretical framework exploring benefits context. Practical implications For practicing managers, paper shows engagement, not just learning—as some companies already do today—but systematically, Originality/value emphasizes significance improve

Язык: Английский

Процитировано

5

Reevaluating the Glorification of Gamification for Unexpected Outcomes in English Language Teaching DOI Open Access

Sharizan Sharizan

Madah Jurnal Bahasa dan Sastra, Год журнала: 2023, Номер 14(2), С. 229 - 244

Опубликована: Окт. 31, 2023

This conceptual paper aims to reevaluate the glorification of gamification where it leads misleading and misconception using in English language teaching. That narrative makes implementation strategy driving unexpected outcomes. condition should be addressed reevaluated. In order gamification, several arguments for are supported by relevant written spoken resources or studies. The findings show that readiness educational actors gamified is biggest problem faced them demand society social construction seeing also creates stigma they must implement learning no matter what. Therefore, need wise understanding implementing glorifying

Язык: Английский

Процитировано

1

Higher education student’s attitude towards using gamification and its relation with achievement DOI

Magna Guerrero Celis,

Soraya Yrigoyen Fajardo,

Giovanna Vassallo Sambuceti

и другие.

Опубликована: Дек. 13, 2023

The aim of this study was to determine the possible relation between higher education students' attitude towards use gamification with their academic performance. "Gamification is using game-based mechanics, aesthetics and game thinking engage people, motivate action, promote learning, solve problems" [1, p. 10]. 280 first year university students taking a basic mathematics course participated in study. Gamification activities were part course. Students asked answer survey that measured assessed motivation. also on mathematical achievement. Correlations measures carried out find if there relationship toward these activities, motivation Results show significant student's (r=.92, p<.01), but two correlations achievement found non-significant (r=.04,p=.65;r=.02, p=.76). These results highlight importance new like keep motivated, has no A future experimental needed assess impact learning.

Язык: Английский

Процитировано

1

A Review in E-Learning Context: Gamification Elements for Language Learning DOI

Gamal Kusuma Zamahsari,

Sahrul Romadhon,

Mufidah Nur Amalia

и другие.

Опубликована: Дек. 20, 2023

Recent advancements in e-learning have highlighted the significance of incorporating gamification into language acquisition processes. It is essential to examine application learning game features within classroom settings. The foremost goal this systematic review literature ascertain and thoroughly delineate elements considered suitable for incorporation environments learning. This investigation focuses on two main objectives: firstly, influence diverse enhancement abilities, secondly, comprehend how these shape educational approaches experiences students a gamified environment. methodology employed study current comprehensively analyze map out effective utilization context teaching. results our demonstrate that deliberate integration can substantial impact student motivation engagement. Nevertheless, efficacy components contingent upon individual attributes goals question. paper finishes by providing advice customizing tactics accommodate varying learner profiles Additionally, it suggests potential areas future research contribute ongoing development pedagogical approach.

Язык: Английский

Процитировано

1

Impact of Quiz Mode on Students’ Learning Achievement: A Gamified e-Quiz Study DOI Open Access

O Kyung-Mi

International Journal of Emerging Technologies in Learning (iJET), Год журнала: 2023, Номер 18(12), С. 158 - 177

Опубликована: Июнь 21, 2023

This study investigated the impact of quiz mode on university students' academic achievement in an online ESOL theory course as well their perceptions gamified e-quiz mode. Forty-two students at a women's Seoul participated for 12 weeks. Utilizing crossover design (AB/BA), this compared achievements Group A (n=22) and B (n=20) after experiencing both conventional interventions. was treated with e-quizzes initial three weeks, had three-week break, then provided received same treatments reverse order: taking first, having washout e-quizzes. Three tests—one pre-test two post-tests—were developed used to measure participants’ achievement. Two parallel survey forms were each intervention perceptions. The data analyses test results indicated that not significantly different from those In addition, illustrated, except some sets indicating more favorable toward e-quizzes, participants groups viewed modes quizzes mostly positively. Moreover, chose over ones, describing enjoyable, motivating, low-anxious experiences.

Язык: Английский

Процитировано

0

Dil becerilerinin geliştirilmesinde oyunlaştırmanın kullanımı: Bir bibliyometrik analiz çalışması DOI Open Access
Işıl ÖZTÜRK, Perihan Gülce Özkaya

RumeliDE Dil ve Edebiyat Araştırmaları Dergisi :/RumeliDe Dil ve Edebiyat Araştırmaları Dergisi, Год журнала: 2023, Номер 36, С. 93 - 120

Опубликована: Сен. 30, 2023

Bu araştırmada dil becerilerinin gelişiminde oyunlaştırmanın kullanıma yönelik yapılmış olan çalışmaların Web of Science (WoS) veri tabanındaki eğilimi incelenmiştir. Betimsel araştırma olarak desenlenen kapsamında WoS tabanında yer alan becerileri ve eğitimi üzerinde kullanılmasına dayanan 78 çalışmanın bibliyometrik analizi yapılmıştır. çalışmalar 2014-2022 yılları arasında dağılım göstermektedir. Araştırma elde edilen veriler; makale atıf sayıları, en çok yazarlar, makaleler, kullanılan anahtar kelimeler, etkin ülkeler, kurumlar, dergiler olmak üzere yedi kategoride analize tabi tutulmuştur. Ayrıca yazarlara, makalelere, kelimelere, ülkelere, kurumlara, dergilere ağ haritalarına verilmiştir. Bibliyometrik analizler haritaları VOSviewer_1.6.16 programı kullanılarak gerçekleştirilmiştir. doğrultuda sonucu ortaya çıkan veriler tablolaştırılmış verilere oluşturulmuştur. Oluşturulan tablolar betimlenerek yorumlanmaya çalışılmıştır. Dil gelişimi konusunda kullanıldığı analizinin yapıldığı bu çalışmada alanında son yıllarda yaygınlaşan popülerliğini arttıran bir yöntem olduğu görülmüştür. Yayınların fazla ikinci öğretiminde açısından genel okuma yazma becerisi yoğunlaşmış olması diğer becerilerinde de oyunlaştırma yöntemine çalışma yapılması ihtiyacını doğurmuştur. sonuçlarından hareketle kullanımı üzerine yapılan dünyadaki eğilimini incelemenin, Türkçe eğitiminde geliştirilmesinde yapmak isteyen araştırmacılar için yol gösterici nitelikte olacağı düşünülmektedir.

Процитировано

0

Desarrollo de habilidades empáticas mediante estrategias de gamificación basadas en realidad aumentada móvil multiusuario para el contexto educativo DOI Creative Commons

Lissette Geoconda López Faicán

Опубликована: Ноя. 6, 2023

Процитировано

0

How Does Gamified L2 Learning Enhance Motivation and Engagement DOI
Mourad Majdoub, Géraldine Heilporn

Advances in educational technologies and instructional design book series, Год журнала: 2023, Номер unknown, С. 134 - 173

Опубликована: Дек. 30, 2023

In recent years, the popularity of gamification has gained momentum with growing numbers publications as well mass appeal among learners for its potential to stimulate motivation, engagement, and positive experiences. However, this vein research mainly focused on effects game mechanics how they can be incorporated within a gamified learning context enhance users' L2 teaching learning, literature states that most studies lack theoretical principles guide design experiences promote learners' motivation engagement. To make picture more coherent, chapter synthesizes existing focusing empirical findings related factors affecting current models, affordances, their inherent motivational engagement outcomes. For review, thematic content analysis 73 dating from 2017 late 2022 were examined.

Язык: Английский

Процитировано

0