Investigating effects of digital gamification-based language learning: a systematic review

Document Type : Research Paper


1 Tabriz.29 Bahman Boulevard. University of Tabriz. Educational Sciences and Psychology Faculty

2 university of TarbiatModarres



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.


Article Title [فارسی]

بررسی اثرات یادگیری مبتنی بر بازی وارسازی در زبان انگلیسی: یک مرور سیستماتیک

Authors [فارسی]

  • حسین دهقانزاده 1
  • حجت دهقانزاده 2
Abstract [فارسی]

هدف از این مطالعه ، بررسی و تلفیق روندها و یافته های کلیدی مطالعات مربوط به بازی سازی به عنوان روشی جدید در زمینه یادگیری یک زبان خارجی (LFL) طی 11 سال گذشته است. بانک اطلاعاتی از جمله Web of Science ، ERIC و Scopus برای این منظور جستجو شدند و در مجموع 28 مقاله را مورد تجزیه و تحلیل قرار دادند. روش تحقیق این مطالعه یک بررسی منظم بود. برای تجزیه و تحلیل مقالات انتخاب شده از روش تحلیل محتوا استفاده شده است. یافته های ما نشان داد که پس از سال 2015 ، استفاده از gamification در LFL در بین محققان رواج پیدا کرد و تعداد مطالعات میدانی به سرعت در طی دو سال گذشته افزایش یافت (2012-2018). علاوه بر این ، روشهای کمی متداول ترین روش تحقیق در مورد گیمیفیکاسیون در مطالعات LFL بودند. در مطالعات تحلیل شده ، مهارت واژگان و دستور زبانها بیشترین مهارتهای اساسی زبان مورد بررسی قرار گرفته است. علاوه بر این ، زبان انگلیسی ، Duolingo ، دبیرستان ، و بازخورد رایج ترین زبان های خارجی ، پلت فرم gamified ، سطح تحصیلات و عنصر بازی سازی برای یادگیری یک زبان جدید در مقالات بررسی شده بود. تجزیه و تحلیل بیشتر چالش های فاش شده ، و همچنین مزایای مرتبط با استفاده از gamification در LFL. علاوه بر این ، در مطالعات مورد بررسی در مورد اثربخشی استفاده از گیمیفیکیشن در LFL ، نتایج به طور عمده به مزایای یادگیری مبتنی بر بازی سازی اشاره داشتند. بررسی سیستماتیک همچنین توصیه های ارزشمندی را برای تحقیقات و پزشکان آینده ارائه می دهد.

Keywords [فارسی]

  • بازی وارسازی
  • یادگیری بازی وار
  • یادگیری زبقان خارجی
  • مرور سیستماتیک
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