2021
DOI: 10.18662/rrem/13.2/436
|View full text |Cite
|
Sign up to set email alerts
|

Gamification in Teaching and Learning Languages: A Systematic Literature Review

Abstract: It can be seen that emerging technology has positively affected learning in several aspects. Recently gamification has been implemented noticeably in online learning and teaching. Gamification has shown its effectiveness in students' integration of the education process by increasing students' integration with the teaching material and increasing their competence. Learning and teaching a new language is a complicated and strenuous process, so learners … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
9
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
5
3
1

Relationship

0
9

Authors

Journals

citations
Cited by 25 publications
(15 citation statements)
references
References 52 publications
0
9
0
Order By: Relevance
“…Our research, however, underscores the pivotal role of game elements in digital learning platforms, emphasizing their potential to reshape the essence of information content, influencing motivation and behavior. Delving further, our study enriches the current understanding of gamification in digital learning platforms by highlighting the multifaceted nature of “game elements +.” Rather than merely focusing on managerial aspects, as seen in much of the existing literature (Al-Dosakee & Ozdamli, 2021), we present a comprehensive framework that intricately binds game elements with users’ motivational drivers in digital learning contexts. This comprehensive approach, backed by robust data collection and analytical methodologies, provides profound insights into the operational dynamics of gamification within digital learning platforms.…”
Section: Discussionmentioning
confidence: 99%
“…Our research, however, underscores the pivotal role of game elements in digital learning platforms, emphasizing their potential to reshape the essence of information content, influencing motivation and behavior. Delving further, our study enriches the current understanding of gamification in digital learning platforms by highlighting the multifaceted nature of “game elements +.” Rather than merely focusing on managerial aspects, as seen in much of the existing literature (Al-Dosakee & Ozdamli, 2021), we present a comprehensive framework that intricately binds game elements with users’ motivational drivers in digital learning contexts. This comprehensive approach, backed by robust data collection and analytical methodologies, provides profound insights into the operational dynamics of gamification within digital learning platforms.…”
Section: Discussionmentioning
confidence: 99%
“…A mingle is an activity which involves learners` interaction with one another to complete a task with different partners in turn [10][11][12][13]. Mingles are an effective form of both offline and online classroom management technique when students can improve the flexibility of language sub-skills (vocabulary and grammar) and of productive speech skills (mediation, discussion, and conversation) being actively involved in interaction for different purposes with different partners.…”
Section: Literature Reviewmentioning
confidence: 99%
“…In the relevant scholarly literature, gamification is considered a pedagogical strategy that utilises game elements, such as points, badges, leaderboards, virtual gifts, virtual money, and progress tracking, in non-game contexts to enhance the overall learning experience, including the acquisition of foreign languages (Costa, 2019;Deterding et al, 2011;Seaborn & Fels, 2015). It has been shown to be an effective means of supplementing traditional language learning approaches or environments with digitally-driven 'push-to-learn' tools that engage students, enhance their motivation, and improve learning outcomes (Al-Dosakee & Ozdamli, 2021;Dicheva et al, 2015;Mokhtari et al, 2021). Gamification has been employed in various aspects of foreign language teaching and learning, such as vocabulary acquisition, grammar, and conversation practice (Hamari et al, 2014;Petrović & Jovanović, 2021).…”
Section: Gamification and Language Learningmentioning
confidence: 99%