2023
DOI: 10.1093/applin/amad039
|View full text |Cite
|
Sign up to set email alerts
|

Collecting Big Data Through Citizen Science: Gamification and Game-based Approaches to Data Collection in Applied Linguistics

Abstract: Gamification of behavioral experiments has been applied successfully to research in a number of disciplines, including linguistics. We believe that these methods have been underutilized in applied linguistics, in particular second-language acquisition research. The incorporation of games and gaming elements (gamification) in behavioral experiments has been shown to mitigate many of the practical constraints characteristic of lab settings, such as limited recruitment or only achieving small-scale data. However,… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
2

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(1 citation statement)
references
References 15 publications
0
1
0
Order By: Relevance
“…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%