2021
DOI: 10.3389/feduc.2021.689599
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Gamified Mobile Collaborative Location-Based Language Learning

Abstract: As design-based research, this study describes the development and analysis of two location-based augmented reality (AR) serious learning games (SLG) for French second language (FL2) learning. Explorez and VdeUVic are collaborative quest-based SLGs. At different locations on campus, players interact with characters that give them quests including clues or options to further the storyline. These interactions take place in the form of either written text, or audio and video recordings, encouraging students to de… Show more

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Cited by 13 publications
(5 citation statements)
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“…Moreover, gamification entails integrating game concepts and elements into educational materials for learning a new language, with the aim of meeting high-level expectations (Klemke et al, 2018). With the engagement rewards system, levels, and ranking can grow the competition spirit inside them to reach up their friends or their other opponents and become the number one (Perry, 2021). Therefore, when the students are given gamification, their motivation to learn and apply their listening proficiency will also increase (Chen et al, 2020).…”
Section: Discussionmentioning
confidence: 99%
“…Moreover, gamification entails integrating game concepts and elements into educational materials for learning a new language, with the aim of meeting high-level expectations (Klemke et al, 2018). With the engagement rewards system, levels, and ranking can grow the competition spirit inside them to reach up their friends or their other opponents and become the number one (Perry, 2021). Therefore, when the students are given gamification, their motivation to learn and apply their listening proficiency will also increase (Chen et al, 2020).…”
Section: Discussionmentioning
confidence: 99%
“…Marker-based tracking, which includes image markers and 2D barcodes, is a reliable and cheap approach for creating AR applications (Santos et al, 2016). Among the ten studies using markerless tracking (25%), six relied on location-based technologies such as GPS for outdoor activities with location-relevant content (Liu et al, 2016;2018;Ho et al, 2017;Perry, 2021;Lee, 2022;Mozaffari and Hamidi, 2023).…”
Section: Type Of Markers [Rq1]mentioning
confidence: 99%
“…The potential of AR for aiding language teaching and learning has been recognized by educational researchers who have conducted empirical research on the topic. They have used AR for teaching popular languages such as English (Safar et al, 2016;Topsakal and Topsakal, 2019), French (Perry, 2021), Japanese Plecher et al (2018) and Chinese (Uiphanit et al, 2020), as well as for niches like sign language (Nazareth et al, 2014) and Egyptian hieroglyphs (Plecher et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…According to the theory of situational learning, there is a correlation between learning and the social context in which it takes place; learning is influenced by activities, environment, and culture (Sentance & Humphreys, 2018). Based on situational cognition, a crucial objective is to offer a learning context that is both contextualized and immersive (Perry, 2021). The utilization of game-based learning represents a promising method to stimulate students' motivation and cognitive engagement in situational learning (Hou, 2022).…”
Section: Situated Learningmentioning
confidence: 99%