Abstract:Across the globe, over 3 billion hours a week are devoted to gaming, and with the ubiquitous presence of mobile technologies, gaming is now also mobile. A well-developed video game will keep a player enthralled for hours on end. What if educators could engage learners the way video games engage players? In fact, many educators are turning to gamification to do just that. Gamification uses game-based mechanics, and game thinking to engage people, motivate action, and promote learning. The principal goal of this… Show more
“…According to [1], -game-based feedback tools like experience points, progress bars, badges, and achievements are motivating and meaningful to students.‖ Games usually offer more consistent feedback, both immediate and delayed, than does the traditional learning. Research conducted by Haskell (as reported in [1]) at the university level indicates that gamification and quest-based learning have had positive impact on students' learning achievement.…”
Section: B Benefits Of (Web-based) Gamificationmentioning
confidence: 99%
“…Research conducted by Haskell (as reported in [1]) at the university level indicates that gamification and quest-based learning have had positive impact on students' learning achievement. Those taking a quest-based course were reported to get higher grades compared to those who took a traditional course.…”
Section: B Benefits Of (Web-based) Gamificationmentioning
confidence: 99%
“…According to [1], -across the globe, over 3 billion hours a week are devoted to gaming, and with the ubiquitous presence of mobile technologies, gaming is now also mobile.‖ It means that games can keep their players captivated for hours without stopping. How can those games become so absorbing for many people?…”
Abstract-in this 21st century, technology has revolutionized almost all aspects of life, including language learning. However, the trend of testing has substantially remained unchanged. Since the ultimate goal of language testing is to judge and gather information about learners' proficiency, one might archetypically describe it as either having students sit at their tables with paper and pencils trying to answer a number of questions individually and in a very formal manner, or asking them to perform something like a presentation or role play in front of the examiner. Those kinds of tests tend to bring a nerve-racking atmosphere which might hinder students in demonstrating their actual competence. Relating to the issue, this study dwells upon the use of web-based platforms in the gamification of language testing. Gamification is the adoption of game elements for nongame purposes. By promoting gamified testing via web-based platforms, this research seeks to make language assessments more fun and motivating, and of course less terrifying for learners.
“…According to [1], -game-based feedback tools like experience points, progress bars, badges, and achievements are motivating and meaningful to students.‖ Games usually offer more consistent feedback, both immediate and delayed, than does the traditional learning. Research conducted by Haskell (as reported in [1]) at the university level indicates that gamification and quest-based learning have had positive impact on students' learning achievement.…”
Section: B Benefits Of (Web-based) Gamificationmentioning
confidence: 99%
“…Research conducted by Haskell (as reported in [1]) at the university level indicates that gamification and quest-based learning have had positive impact on students' learning achievement. Those taking a quest-based course were reported to get higher grades compared to those who took a traditional course.…”
Section: B Benefits Of (Web-based) Gamificationmentioning
confidence: 99%
“…According to [1], -across the globe, over 3 billion hours a week are devoted to gaming, and with the ubiquitous presence of mobile technologies, gaming is now also mobile.‖ It means that games can keep their players captivated for hours without stopping. How can those games become so absorbing for many people?…”
Abstract-in this 21st century, technology has revolutionized almost all aspects of life, including language learning. However, the trend of testing has substantially remained unchanged. Since the ultimate goal of language testing is to judge and gather information about learners' proficiency, one might archetypically describe it as either having students sit at their tables with paper and pencils trying to answer a number of questions individually and in a very formal manner, or asking them to perform something like a presentation or role play in front of the examiner. Those kinds of tests tend to bring a nerve-racking atmosphere which might hinder students in demonstrating their actual competence. Relating to the issue, this study dwells upon the use of web-based platforms in the gamification of language testing. Gamification is the adoption of game elements for nongame purposes. By promoting gamified testing via web-based platforms, this research seeks to make language assessments more fun and motivating, and of course less terrifying for learners.
“…Several studies have investigated the affordances of mobile gaming and have reported mixed results of specifically designed games on the participants' language learning, though they may promote more interaction [38]. Most studies report positive student feedback on mobile gaming [39,40]. Others have suggested that mobile games can be effectively combined with content-integrated language learning activities [41] and that place-based mobile games are a great opportunity to connect students with local contexts [42].…”
This study investigates the effects of additional out-of-class speaking practice, using a simple iPad application, on students' overall speaking proficiency, fluency, and syntactic complexity. Students in the experimental and control groups (N = 52) completed an adapted Simulated Oral Proficiency Interview (SOPI) at the end of the semester, which was rated by two independent raters. Results of an independent-samples t-test revealed statistically significant differences between the two groups. The students who had received additional speaking practice on iPads achieved higher SOPI scores than the students in the control group. Two of the seven tasks of the SOPI test were used for the analysis of fluency and complexity. Results did not show any statistically significant differences between the two groups for fluency and complexity. The study suggests that mobile technology can be effectively implemented for beginning language learners to enhance their learning outcomes.
“…Moreover, in [5] is presented an AR application used by VET students for basic mathematics skills, which is based on videogames. More studies, such as [6] present a Mobile Augmented Reality solution for learning French language which is based on gamification didactic method. The author, Bernadette Perry, describes gamification as "using gamebased mechanics, aesthetics and game thinking to engage people, motivate action, and promote learning" (p. 2309).…”
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