Evaluating the Effectiveness of Gamification in Language Acquisition for Non-Native Speakers

Authors

DOI:

https://doi.org/10.63803/prisma.v1n1.01

Keywords:

Gamification, Language Acquisition, Non-Native Speakers, Motivation, Educational Technology

Abstract

Recently, the growth of interest in the exploitation of gamification to support language learning has correspondingly increased the range of research regarding its assessment with respect to non-native learners. The review covers the following issues: applications of the gamification technique in language learning, effects of the use of gamification techniques on the performances of learners, and empirical evidence from different educational settings. This article discusses, from theoretical positions through to case analysis, how gamification might resolve motivational, retention, and participation issues in respect of language acquisition. Quantitative support for these approaches is given through analysis of data from learners' performance in gamified conditions.

Downloads

Download data is not yet available.

References

Al-Dosakee, K., y Ozdamli, F. (2021). Gamification in Teaching and Learning Languages: A Systematic Literature Review. Revista Românească pentru Educaţie Multidimensională, 13(2), 559-577. https://doi.org/https://doi.org/10.18662/rrem/13.2/436

Abdul Jabbar, A., y Felicia, P. (2015). Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review. Review of Educational Research, 85(4). https://doi.org/https://doi.org/10.3102/003465431557721

Al-Azawi,, R., Al-Faliti, F., y Al-Blushi, M. (2016). Educational Gamification Vs. Game Based Learning: Comparative Study. International Journal of Innovation, Management and Technology, 7(4). https://doi.org/10.18178/ijimt.2016.7.4.659

Braun, V., y Clarke, V. (2006). Using thematic analysis in psychology. ualitative Research in Psychology, 3(2), 77-101. https://doi.org/https://doi.org/10.1191/1478088706qp063oa

Cambridge Assessment English. (2020). Cambridge Assessment English. https://www.cambridgeenglish.org/exams-and-tests/cefr/

Deterding, S., Dixon, D., Khaled, R., y Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15. https://doi.org/https://doi.org/10.1145/2181037.2181040

Ellis, R. (2012). Language Teaching Research and Language Pedagogy. Wiley-Blackwell. https://doi.org/https://doi.org/10.1002/9781118271643

Hamari, J., Koivisto, J., y Sarsa, H. (2014). Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/https://doi.org/10.1109/HICSS.2014.377

Johnson, D., Deterding, S., Kuhn , K.-A., Staneva, A., Stoyanov , S., y Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89-106. https://doi.org/https://doi.org/10.1016/j.invent.2016.10.002

Mayer, R., Fiorella, L., y Stull, A. (2020). Five ways to increase the effectiveness of instructional video. Educational Technology Research and Development, 68, 837–852. https://doi.org/ 10.1007/s11423-020-09749-6

Munday, P. (2016). Duolingo como parte del curriculum de las clases de lengua extranjera. Revista Iberoamericana de Educación a Distancia, 19(1), 83-101. https://doi.org/https://doi.org/10.5944/ried.19.1.14581

Muntean, C. (2011). Raising engagement in e-learning through gamification. Proceedings of the 6th International Conference on Virtual Learning ICVL, 42(11), 323–329.

Ryan, R., y Deci, E. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78. https://doi.org/https://doi.org/10.1037/0003-066X.55.1.68

Seaborn, K., y Fels, D. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. https://doi.org/https://doi.org/10.1016/j.ijhcs.2014.09.006

Sykes, J., y Reinhardt, J. (2013). Language at Play: Digital games in second and foreign. En Review of Language at Play: Digital Games in Second and Foreign (pp. 47-51). Language Learning & Technology.

Wadsworth, B. (s.f.). Piaget's Theory of Cognitive and Affective Development.

Downloads

Published

2025-02-22 — Updated on 2025-02-22

Issue

Section

Education and Pedagogy

How to Cite

Salama Muhammad, I. M., & Cerón Silva, S. A. (2025). Evaluating the Effectiveness of Gamification in Language Acquisition for Non-Native Speakers. Prisma Journal, 1(1), 1-17. https://doi.org/10.63803/prisma.v1n1.01

Similar Articles

1-10 of 61

You may also start an advanced similarity search for this article.