English language learning
Mohammad Amiryousefi; Elham Daliranfirouz; Renata Geld; Daryoush Nejad Ansari
Abstract
This study aimed to investigate the influence of a gamification-enhanced language classroom within the context of Moodle in promoting extrinsic and intrinsic motivational attributes of language learners. A total of 220 language learners from different universities in Iran were recruited as the participants ...
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This study aimed to investigate the influence of a gamification-enhanced language classroom within the context of Moodle in promoting extrinsic and intrinsic motivational attributes of language learners. A total of 220 language learners from different universities in Iran were recruited as the participants and randomly assigned to the gamification-enhanced (n= 114) and control groups (n= 106). Over the eight weeks of treatment, the experimental group members were taught using various gamified tasks and activities through the gamified Moodle LMS. A motivational orientation scale was administered before and after the intervention. The results of ANCOVAs demonstrated a significant boost in the extrinsic motivation of language learners, including external, introjected, and identified regulation. Furthermore, the study confirmed that the integration of gamification has resulted in a higher level of intrinsic motivation for the participants in the areas of knowledge, accomplishment, and stimulation.The relevant pedagogical implications and directions for future studies are discussed.
English language teaching
Zahra Cheraghi; Hengameh Omranpour
Abstract
Giving consideration to the importance and on-going challenge of vocabulary learning, there is an increasing demand for seeking out new approaches that correspond well with the needs of digital natives. With the rapid advance of technology, deploying innovative approaches such as gamified and flipped ...
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Giving consideration to the importance and on-going challenge of vocabulary learning, there is an increasing demand for seeking out new approaches that correspond well with the needs of digital natives. With the rapid advance of technology, deploying innovative approaches such as gamified and flipped mobile- assisted language learning is gaining worldwide popularity. The current study was an attempt to scrutinize the effectiveness of integrating gamification with flipped approach on EFL learners' receptive vocabulary learning. With the aim of carrying out this research, 68 EFL high school students were randomly allocated into an experimental and control group. The required data were gathered by means of pre- and post- tests. Moreover, the obtained data were analyzed through descriptive and inferential statistics including two paired, and one independent samples t-tests. Quantitative findings revealed that the experimental group participants outperformed their non-gamified coequals. Additionally, as post-test scores showed tremendous improvement, it was found that both aforesaid approaches were devastatingly effective in enhancing EFL learners' vocabulary development. The results of this study can be useful for EFL instructors and teachers for giving them insights on how to employ flipped approach for teaching receptive vocabulary.
Hossein Dehganzadeh; Hojjat Dehganzadeh
Abstract
The purpose of this study is to investigate and synthesize the trends and key findings of the studies related to gamification as a new method in the field of learning a Foreign language (LFL) over the past 11 years. Databases including Web of Science, ERIC, and Scopus were searched for this purpose, ...
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The purpose of this study is to investigate and synthesize the trends and key findings of the studies related to gamification as a new method in the field of learning a Foreign language (LFL) over the past 11 years. Databases including Web of Science, ERIC, and Scopus were searched for this purpose, analyzing a total of 28 articles. The research methodology of this study was a systematic review. A content analysis method was used for analyzing the selected articles. Our findings found that after 2015, the use of gamification in LFL became popular among researchers, and the number of field studies increased rapidly over the past two years (2017–2018). Additionally, quantitative methods were found to be the most frequently used research methods regarding gamification in LFL studies. In the analyzed studies, vocabulary and grammar abilities were the most commonly investigated basic language skills. In addition, English language, Duolingo, high school, and feedback were the most commonly investigated Foreign language, gamified platform, education level, and gamification element for learning a new language in the reviewed articles. More analysis disclosed challenges, as well as advantages associated with using gamification in LFL. Furthermore, in studies examined concerning the effectiveness of using gamification in LFL, the results mainly pointed to the benefits of gamification based learning. The systematic review also provides valuable recommendations for future researches and practitioners.