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Eryigit, Gülsen; Bektas, Fatih; Ali, Ubey; Dereli, Bihter – Computer Assisted Language Learning, 2023
Grammatical information, embedded at the word level, makes the acquisition of morphologically rich languages quite complex as well as the language exercise generation process for teachers. This study introduces a new gamification approach for complex morphology learning and aims to analyze the students' perceptions towards it. In this approach,…
Descriptors: Grammar, Morphology (Languages), Gamification, Student Attitudes
Fabio Spano; Adam Kardos; Craig Dennis Howard – International Journal of Designs for Learning, 2025
This design case presents a gamified dictionary learning intervention for away-from-school learning. Intended to be mobile, the game features AI speech recognition for practicing English words and phrases. We also introduce a second feature--an integrated teacher dashboard that addresses issues in traditional homework--a lack of immediate feedback…
Descriptors: Gamification, Dictionaries, Artificial Intelligence, English (Second Language)
Yoolim Kim; Vita V. Kogan; Cong Zhang – Applied Linguistics, 2024
Gamification of behavioral experiments has been applied successfully to research in a number of disciplines, including linguistics. We believe that these methods have been underutilized in applied linguistics, in particular second-language acquisition research. The incorporation of games and gaming elements (gamification) in behavioral experiments…
Descriptors: Gamification, Game Based Learning, Data Collection, Citizen Participation
Noor Farahani Mohd Lazim; Azwadi Ali; Mohaida Mohin; Siti Sakinah Sidik – International Journal of Technology in Education, 2024
In the contemporary digital era, the utilization of gaming has emerged as a prevalent method for actively engaging students in the learning processes at various levels of academic curricula and within the broader educational community. This trend is particularly pronounced in English language teaching curricula, especially among learners whose…
Descriptors: Gamification, Educational Games, Student Motivation, Learner Engagement
Gi-Zen Liu; Jalil Fathi; Masoud Rahimi – Journal of Computer Assisted Learning, 2024
Background: The impact of digital gamified language learning on language achievement has been corroborated in the literature; however, its impact on language achievement, especially in the English as a foreign language (EFL) context needs further investigation. In addition, the related literature has not sufficiently confirmed the impact of…
Descriptors: Gamification, Academic Achievement, Second Language Learning, Student Attitudes
Kohnke, Lucas; Moorhouse, Benjamin Luke – RELC Journal: A Journal of Language Teaching and Research, 2022
Technology is increasingly being used to foster engagement, enhance classroom dynamics, promote autonomy and improve the student learning experience in language learning environments. Many teachers have begun to employ digital apps and tools (e.g. Mentimeter and GoSoapBox) as a more interactive alternative to traditional activities. One product…
Descriptors: Gamification, Game Based Learning, Second Language Learning, Language Teachers
Xin Zhao; Colin Derek McClure – RELC Journal: A Journal of Language Teaching and Research, 2024
The use of virtual learning communities has shown great potential for language education. Research suggests that video-conferencing technology can assist teachers in creating such communities for second-language teaching. Gather.Town is a gamified, video-conferencing platform that revolutionizes the traditional static video-conferencing experience…
Descriptors: Gamification, Learner Engagement, Electronic Learning, Second Language Learning
Cheng Zeng; Linda Fisher – ECNU Review of Education, 2024
Purpose: Mobile-assisted language learning (MALL) apps such as Duolingo have great potential for promoting learners' motivation to learn a second language (L2). However, little research has investigated how this motivational impact takes place. Additionally, despite the flexibility of mobile learning, most existing studies are conducted in…
Descriptors: Second Language Learning, Handheld Devices, English (Second Language), Foreign Countries
Yea-Ru Tsai – English Language Teaching Educational Journal, 2024
In recent years, gamification has appeared to be an enjoyable and appealing instructional approach in educational settings. This paper reports the implementation and evaluation of gamified instruction to support learners of English as a foreign language in a linguistics course. Several gamification elements, such as experience points, badges,…
Descriptors: Gamification, Student Motivation, Motivation Techniques, Learner Engagement
Shortt, Mitchell; Tilak, Shantanu; Kuznetcova, Irina; Martens, Bethany; Akinkuolie, Babatunde – Computer Assisted Language Learning, 2023
More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning…
Descriptors: Gamification, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Zhihui Zhang; Jenifer Crawford – Education and Information Technologies, 2024
Over the past few years, the world's attention has been focused on gaming systems and their application in education through gamification, incorporating game features into learning tools. Against this backdrop, this study aims to investigate the motivation of EFL learners in a Gamified Formative Assessment (GFA). Theoretical insights from…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Gamification
Inci Demir – Journal of Theoretical Educational Science, 2025
This study examines the impact of the Mobile-Assisted Language Learning (MALL) application, Memrise, on the vocabulary learning motivation of English as a Foreign Language (EFL) learners and interprets the findings of the study based on Second Langugae Acquisition (SLA) theories to bridge the gap between theory and practice. Within this context,…
Descriptors: Literature Reviews, Meta Analysis, English (Second Language), Second Language Learning
Fariba Foroutan Far; Mahboubeh Taghizadeh – Computer Assisted Language Learning, 2024
This study investigated the effects of digital and non-digital gamification on EFL learners' learning collocations, satisfaction, perceptions, and sense of flow. The participants divided into three groups of digitally gamified, non-digitally gamified, and non-gamified classes were 75 Iranian EFL students at B1 level. In each class, students were…
Descriptors: Gamification, Technology Uses in Education, English (Second Language), Second Language Learning
Zhang, Bo; Goodman, Lizbeth; Gu, Xiaoqing – SAGE Open, 2022
This study aims to help international students learn the language and cultural knowledge of their future study destination by collaborating with local students through coplaying games in online virtual rooms. Therefore, this study explores whether the 3D interactive game with specific contexts on a virtual platform can support intercultural…
Descriptors: Computer Games, Computer Simulation, Foreign Students, Second Language Learning
Koç, Gözde; Sütçü, Selim Soner – Educational Policy Analysis and Strategic Research, 2023
The aim of this study is to investigate the academic achievement of 6th grade students in grammar course gamified with an online tool and their opinions regarding the application. The study employed quasi-experimental design and a semi-structured interview was utilised to obtain the qualitative data. The application lasted for 6 weeks during which…
Descriptors: Gamification, Secondary School Students, Grammar, Academic Achievement

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