2020
DOI: 10.3991/ijet.v15i20.16135
|View full text |Cite
|
Sign up to set email alerts
|

Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning

Abstract: Due to globalization growth, learning a second language is a necessity to develop in an increasingly demanding multicultural environment. However, at present we still find that some traditional methodologies are still being applied for teaching, which represents a problem for current students, also called digital natives, because these methodologies should adapt to this digital age of technology and knowledge. To solve this problem, a digital resource for foreign language learning was developed taking into acc… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
2

Citation Types

0
14
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
8
1

Relationship

0
9

Authors

Journals

citations
Cited by 27 publications
(17 citation statements)
references
References 55 publications
(57 reference statements)
0
14
0
Order By: Relevance
“…It is a set of activities and processes to solve problems by applying game processes in problem-solving. In applying game features and elements to attract the target audience into the problem-solving process, the goal is to participate in learning in a fun way [17,30]. The purpose is to change behavior and to use activities to build the learning of new skills or the use of innovation [18].…”
Section: Definition Of Gamification In Learningmentioning
confidence: 99%
“…It is a set of activities and processes to solve problems by applying game processes in problem-solving. In applying game features and elements to attract the target audience into the problem-solving process, the goal is to participate in learning in a fun way [17,30]. The purpose is to change behavior and to use activities to build the learning of new skills or the use of innovation [18].…”
Section: Definition Of Gamification In Learningmentioning
confidence: 99%
“…Poor motivation has been identified as a major opportunity for improvement in learner content retention-especially when learning occurs remotely [6,7,11,14]. Gamification's entertainment component has been proposed as one solution to this motivational challenge.…”
Section: The Impact Of the Lack Of Gamification Design On Learner Motivationmentioning
confidence: 99%
“…Motivation can be either extrinsic or intrinsic [7,14,15]. Reference [15] described intrinsic motivation as "learners enjoy the instruction for its own sake and take pleasure in the (instructional) activity" (p. 75).…”
Section: The Impact Of the Lack Of Gamification Design On Learner Motivationmentioning
confidence: 99%
“…In terms of online platforms and mobile APPs, although there are massive learning resources available for students, two common problems often accompany online English learning, namely: (1) Lacking the professional guidance from teachers, students are often confused when facing such massive learning data; they might lose their learning interest and get lost by distractions, or even feel befuddled and bewildered with the knowledge they learnt; (2) Students are usually of different learning and comprehension ability levels; even for students in a same class, there are learning level hierarchies, and different students have different demands for knowledge learning. Existing online learning platforms mostly divide knowledge content based on students' grades, they generally unify and organize the knowledge without considering students' individual demands, which has resulted in issues such as insufficient learning materials for good students, while average and poor students never learn [3,4]. Therefore, in view of these two issues, how to achieve personalized recommendation of learning resources based on the characteristics of English knowledge and the individual demands of learners is a question worthy careful consideration.…”
Section: Introductionmentioning
confidence: 99%