Enhancing the Achievement of Learning Outcomes for Foreign Language Learners Based on Gamification and Card Games
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
Continuous learning at work: the power of gamification
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
Reevaluating the Glorification of Gamification for Unexpected Outcomes in English Language Teaching
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
Higher education student’s attitude towards using gamification and its relation with achievement
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
A Review in E-Learning Context: Gamification Elements for Language Learning
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
Impact of Quiz Mode on Students’ Learning Achievement: A Gamified e-Quiz Study
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
Dil becerilerinin geliştirilmesinde oyunlaştırmanın kullanımı: Bir bibliyometrik analiz çalışması
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.
Desarrollo de habilidades empáticas mediante estrategias de gamificación basadas en realidad aumentada móvil multiusuario para el contexto educativo
Lissette Geoconda López Faicán
Опубликована: Ноя. 6, 2023
How Does Gamified L2 Learning Enhance Motivation and Engagement
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