Digital Games and Language Learning 2021
DOI: 10.5040/9781350133037.ch-002
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A critical review of research on gamification and second language acquisition

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Cited by 6 publications
(3 citation statements)
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“…Specifically in the linguistic domain, a sizable number of gamification experiences have been described in the scientific literature, ranging from the use of game-like mechanics for second-language acquisition (too many to list, and even systematic reviews abound, see for instance Benini & Thomas, 2021;Dehghanzadeh et al, 2021;Short et al, 2023;Waluyo et al, 2023), for grammar proficiency of one's own first language (e.g., Eryigit et al, 2021;Krisbiantoro, 2020;Purgina et al, 2020) to collection of data, visualization and explanation of advanced linguistic issues (e.g., Bonetti & Tonelli, 2021;Eryigit et al, 2023;Kim et al, 2023;Ogawa et al, 2020;Sevastjanova et al, 2021). However, it is worth noting that the research findings on the benefits of gamified techniques in academia are not consistently positive (Lumsden et al, 2016).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Specifically in the linguistic domain, a sizable number of gamification experiences have been described in the scientific literature, ranging from the use of game-like mechanics for second-language acquisition (too many to list, and even systematic reviews abound, see for instance Benini & Thomas, 2021;Dehghanzadeh et al, 2021;Short et al, 2023;Waluyo et al, 2023), for grammar proficiency of one's own first language (e.g., Eryigit et al, 2021;Krisbiantoro, 2020;Purgina et al, 2020) to collection of data, visualization and explanation of advanced linguistic issues (e.g., Bonetti & Tonelli, 2021;Eryigit et al, 2023;Kim et al, 2023;Ogawa et al, 2020;Sevastjanova et al, 2021). However, it is worth noting that the research findings on the benefits of gamified techniques in academia are not consistently positive (Lumsden et al, 2016).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Firstly, it is necessary to look at the ways of presenting and controlling the progress of each student. It is already difficult to do this in traditional context, with distance learning this intensifies and demands a new approach to how a teacher introduces a topic, how it is discussed, what exercises to do and how they are to be done, and lastly, how a teacher monitors all of these steps [1].…”
Section: Introductionmentioning
confidence: 99%
“…The setting implies that mistakes are treated in a different way, while risk-taking is encouraged (Mariais, 2012, p. 48). However, according to the review by Benini and Thomas (2021), "empirical research is still limited when it comes to analyzing the effectiveness of gamification in educational and [second language acquisition] settings and practices" (p. 32).…”
mentioning
confidence: 99%