Gamification In Language Learning

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  gamification in language learning: Research Anthology on Developments in Gamification and Game-Based Learning Management Association, Information Resources, 2021-11-26 Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
  gamification in language learning: New Technological Applications for Foreign and Second Language Learning and Teaching Kruk, Mariusz, Peterson, Mark, 2020-03-13 Population diversity is becoming more prevalent globally with increasing immigration, emigration, and refugee placement. These circumstances increase the likelihood that a child will be raised speaking a different language in the home than the common language used in each country. This necessitates the development of comprehensive strategies that promote second language learning through the adoption of new technological advancements. New Technological Applications for Foreign and Second Language Learning and Teaching is a scholarly publication that explores how the latest technologies have the potential to engage foreign and second language learners both within and outside the language classroom and to facilitate language learning and teaching in the target language. Highlighting a range of topics such as learning analytics, digital games, and telecollaboration, this book is ideal for teachers, instructional designers, curriculum developers, IT consultants, educational software developers, language learning specialists, academicians, administrators, professionals, researchers, and students.
  gamification in language learning: Innovative language pedagogy report Tita Beaven, Fernando Rosell-Aguilar, 2021-03-22 The Innovative Language Pedagogy Report presents new and emerging approaches to language teaching, learning, and assessment in school, further education, and higher education settings. Researchers and practitioners provide 22 research-informed, short articles on their chosen pedagogy, with examples and resources. The report is jargon-free, written in a readable format, and covers, among others, gamification, open badges, comparative judgement, translanguaging, translation, learning without a teacher, and dialogue facilitation. It also includes technologies such as chatbots, augmented reality, automatic speech recognition, digital corpora, and LMOOCs, as well as pedagogical innovations around virtual exchange, digital storytelling, technology-facilitated oral homework, and TeachMeets.
  gamification in language learning: Gamification in English Teaching and Learning Intania Harismayanti, I Nyoman Adi Jaya Putra, Made Hery Santosa, 2020-11-01 In the current realm of education, gamification has received significant attention for its power to shift the way we teach and learn. Gamification allows teachers and learners to experience a series of challenges that engage their minds, bodies, and spirits. Although gamification is not a new concept, it has not been widely exposed to the higher level of education in the Indonesian EFL context. This book represents a further step to provide new learning practices for the sense of what learning is about.
  gamification in language learning: The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition Gabe Zichermann, Joselin Linder, 2013-03-29 THE REVOLUTION WILL BE GAMIFIED MASTER THE GAMIFIED STRATEGIES THAT WILL TRANSFORM YOUR BUSINESS--OR BE LEFT BEHIND Gamification: It's the hottest new strategy in business, and for good reason--it's helping leading companies create unprecedented engagement with customers and employees. Gamification uses the latest innovations from game design, loyalty programs, and behavioral economics to help you cut through the noise and transform your organization into a lean, mean machine ready to fight the battle for user attention and loyalty. With The Gamification Revolution you'll learn how top companies: Recruit and retain the best talent from the gamer generation and beyond Train employees and drive excellence with noncash incentives Cut through the market noise and ignite consumer sales growth Generate unprecedented customer loyalty without breaking the bank Drawing inspiration from the most popular games of all time--from Angry Birds to World of Warcraft--the authors reveal the secrets of market leaders that you can apply immediately to your business. As a bonus, the book gives you full access to The Gamification Revolution app--a great way to optimize and enhance your experience with videos, tips, and social tools, including the ability to easily share the best ideas with your colleagues and workgroup. You'll learn the new rules of engagement that are guaranteed to generate excitement and enthusiasm--in your employees and your customers. You'll understand how game designers predict and motivate behaviors--and how you can get the results you want. You'll also find a winning selection of fascinating case studies, best practices, and game-ready tools of the trade you can easily apply to your specific needs. It's all here in one ready-to-use strategy guide filled with the best ideas and pitfalls you can avoid. If you're going to play the game, this is how you play it. To win. Praise for The Gamification Revolution: For consumer-facing businesses today, nothing matters more than delivering a great user experience and creating lasting engagement with your consumers and employees. The Gamification Revolution will show you how leaders have reached for the top and won. -- ALEXANDRA WILKIS WILSON, Cofounder, Gilt Groupe, and author of the New York Times bestseller By Invitation Only In today's fast-paced world, people are more distracted than ever. To stand out, you'll need to cut through the noise and get them engaged. The Gamification Revolution will teach you the essential building blocks for achieving long-term success and growth. -- JESSE REDNISS, SVP, USA Network/NBCU From engaging customers to retaining a team, The Gamification Revolution will provide you with tactics that generate results. I know. Gabe's wisdom has helped the Founder Institute expand to every inhabited continent and change thousands of lives. -- ADEO RESSI, CEO, Founder Institute Zichermann and Linder propose a pragmatic approach to gamification that will provide breakthrough results. Sales is the last bastion of corporate innovation, and this spectacular read is a must for any sales leader. -- HI LEVA, Senior VP Sales Operations, Clear Channel Outdoor
  gamification in language learning: Gamification in Learning and Education Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton, 2017-09-19 This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This positive failure can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
  gamification in language learning: Digital Learning and Gamification. The Usage of Duolingo for Students Ben Joy Muin, 2021-11-03 Seminar paper from the year 2021 in the subject Pedagogy - School Pedagogics, grade: 1,7, University of Wuppertal (Anglistik/Amerikanistik), course: Digital EFL Learning, language: English, abstract: This term paper aims to answer this question by discussing the advantages and disadvantages of Duolingo for students in schools in- and outside the classroom, while also analyzing the gamified mechanics of the application, as they are a core element of the learning experience. Structurally, this paper first looks at the topic of gamification. Secondly, Duolingo and its gamified mechanics are introduced, followed by an analysis of how well the app is suited for students, discussing advantages and disadvantages. Lastly, a summary of the findings and a conclusion will be presented. In recent years, language learning apps have become increasingly popular. Due to the omnipresence of smartphones, it has become easier than ever to start learning a new language just by downloading an application. An important reason, why these apps have turned the otherwise tedious task of language learning into a popular free time activity is their ease of use. Many of these apps are relying on gamified mechanics, which can make the process of language learning generally more fun, keeping learners engaged and motivated. Especially the language learning program Duolingo relies heavily on gamification, which might be one of the reasons why Duolingo is one of the most popular language-learning applications. However, even with its popularity, is Duolingo also the best-suited language learning app for all learners?
  gamification in language learning: Gameful Second and Foreign Language Teaching and Learning Jonathon Reinhardt, 2018-12-30 This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced, game-informed, and game-based practice. The first part of the book situates gameful L2TL in the global practices of informal learnful L2 gaming and in the theories of play and games which are then applied throughout the discussion of gameful L2TL practice that follows. This includes analysis of practices of digital game-enhanced L2TL design (the use of vernacular, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL design (the creation of digital games purposed for L2 learning). Designed as a guide for researchers and teachers, the book also offers fresh insights for scholars of applied linguistics, second language acquisition, L2 pedagogy, computer-assisted language learning (CALL), game studies, and game design that will open pathways to future developments in the field.
  gamification in language learning: The Gamification of Learning and Instruction Fieldbook Karl M. Kapp, 2013-11-11 Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.
  gamification in language learning: Digital Games and Language Learning Mark Peterson, Kasumi Yamazaki, Michael Thomas, 2021-03-25 Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.
  gamification in language learning: Gamification Mindset Ole Goethe, 2019-06-17 This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.
  gamification in language learning: Handbook of Research on Transformative and Innovative Pedagogies in Education Keengwe, Jared, 2022-05-13 Various pedagogies, such as the use of digital learning in education, have been used and researched for decades, but many schools have little to show for these initiatives. This contrasts starkly with technology-supported initiatives in other fields such as business and healthcare. Traditional pedagogies and general digital technology applications have yet to impact education in a significant way that transforms learning. A primary reason for this minimal impact on learning is that digital technologies have attempted to make traditional instructional processes more efficient rather than using a more appropriate paradigm for learning. As such, it is important to look at digital technology as a partner and use transformative applications to become partners with students (not teachers) to empower their learning process both in and out of school. The Handbook of Research on Transformative and Innovative Pedagogies in Education is a comprehensive reference that identifies and justifies the paradigm of transformative learning and pedagogies in education. It provides exemplars of existing transformative applications that, if used as partners to empower student learning, have the potential to dramatically engage students in a type of learning that better fits 21st century learners. Covering topics such as gamification, project-based learning, and professional development, this major reference work is an essential resource for pre-service and in-service teachers, educational technologists, instructional designers, educational administration and faculty, researchers, and academicians seeking pedagogical models that inspire students to learn meaningfully.
  gamification in language learning: Gamification: Concepts, Methodologies, Tools, and Applications Management Association, Information Resources, 2015-03-31 Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.
  gamification in language learning: Computer Games and Language Learning M. Peterson, 2016-01-12 A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.
  gamification in language learning: Transforming Learning with Meaningful Technologies Maren Scheffel, Julien Broisin, Viktoria Pammer-Schindler, Andri Ioannou, Jan Schneider, 2019-09-09 This book constitutes the proceedings of the 14th European Conference on Technology Enhanced Learning, EC-TEL 2019, held in Delft, The Netherlands, in September 2019. The 41 research papers and 50 demo and poster papers presented in this volume were carefully reviewed and selected from 149 submissions. The contributions reflect the debate around the role of and challenges for cutting-edge 21st century meaningful technologies and advances such as artificial intelligence and robots, augmented reality and ubiquitous computing technologies and at the same time connecting them to different pedagogical approaches, types of learning settings, and application domains that can benefit from such technologies.
  gamification in language learning: Critical CALL – Proceedings of the 2015 EUROCALL Conference, Padova, Italy Francesca Helm, Linda Bradley, Marta Guarda, Sylvie Thouësny, 2015-12-02 The theme of the conference this year was Critical CALL, drawing inspiration from the work carried out in the broader field of Critical Applied Linguistics. The term ‘critical’ has many possible interpretations, and as Pennycook (2001) outlines, has many concerns. It was from these that we decided on the conference theme, in particular the notion that we should question the assumptions that lie at the basis of our praxis, ideas that have become ‘naturalized’ and are not called into question. Over 200 presentations were delivered in 68 different sessions, both in English and Italian, on topics related specifically to the theme and also more general CALL topics. 94 of these were submitted as extended papers and appear in this volume of proceedings.
  gamification in language learning: Gamification-Based E-Learning Strategies for Computer Programming Education Alexandre Peixoto de Queirós, Ricardo, Pinto, Mário Teixeira, 2016-08-23 Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.
  gamification in language learning: Research Anthology on Adult Education and the Development of Lifelong Learners Management Association, Information Resources, 2021-03-19 Whether it is earning a GED, a particular skill, or technical topic for a career, taking classes of interest, or even returning to begin a degree program or completing it, adult learning encompasses those beyond the traditional university age seeking out education. This type of education could be considered non-traditional as it goes beyond the typical educational path and develops learners that are self-initiated and focused on personal development in the form of gaining some sort of education. Essentially, it is a voluntary choice of learning throughout life for personal and professional development. While there is often a large focus towards K-12 and higher education, it is important that research also focuses on the developing trends, technologies, and techniques for providing adult education along with understanding lifelong learners’ choices, developments, and needs. The Research Anthology on Adult Education and the Development of Lifelong Learners focuses specifically on adult education and the best practices, services, and educational environments and methods for both the teaching and learning of adults. This spans further into the understanding of what it means to be a lifelong learner and how to develop adults who want to voluntarily contribute to their own development by enhancing their education level or knowledge of certain topics. This book is essential for teachers and professors, course instructors, business professionals, school administrators, practitioners, researchers, academicians, and students interested in the latest advancements in adult education and lifelong learning.
  gamification in language learning: Using Literature to Teach English as a Second Language Membrive, Veronica, Armie, Madalina, 2020-05-22 Innovation has replaced stereotypical and old methods as an attempt to make English language teaching and learning appealing, effective, and simple. However, teaching a second language through literature may be a paramount tool to consolidate not only students’ lexical and grammatical competences, but also for the development of their cultural awareness and broadening of their knowledge through interaction and collaboration that foster collective learning. Despite past difficulties, literature’s position in relation to language teaching can be revendicated and revalued. Using Literature to Teach English as a Second Language is an essential research publication that exposes the current state of this methodological approach and observes its reverberations, usefulness, strengths, and weaknesses when used in a classroom where English is taught as a second language. In this way, this book will provide updated tools to explore teaching and learning through the most creative and enriching manifestations of one language – literature. Featuring a range of topics such as diversity, language learning, and plurilingualism, this book is ideal for academicians, curriculum designers, administrators, education professionals, researchers, and students.
  gamification in language learning: Gamification in Education Information Resources Management Association, 2018 This book is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums to achieve successful and enjoyable learning activities. Highlighting a range of topics such as learning through play, virtual worlds, and educational computer games--
  gamification in language learning: Formative Assessment, Learning Data Analytics and Gamification Santi Caballé, Robert Clarisó, 2016-05-10 Formative Assessment, Learning Data Analytics and Gamification: An ICT Education discusses the challenges associated with assessing student progress given the explosion of e-learning environments, such as MOOCs and online courses that incorporate activities such as design and modeling. This book shows educators how to effectively garner intelligent data from online educational environments that combine assessment and gamification. This data, when used effectively, can have a positive impact on learning environments and be used for building learner profiles, community building, and as a tactic to create a collaborative team. Using numerous illustrative examples and theoretical and practical results, leading international experts discuss application of automatic techniques for e-assessment of learning activities, methods to collect, analyze, and correctly visualize learning data in educational environments, applications, benefits and challenges of using gamification techniques in academic contexts, and solutions and strategies for increasing student participation and performance. - Discusses application of automatic techniques for e-assessment of learning activities - Presents strategies to provide immediate and useful feedback on students' activities - Provides methods to collect, analyze, and correctly visualize learning data in educational environments - Explains the applications, benefits, and challenges of using gamification techniques in academic contexts - Offers solutions to increase students' participation and performance while lowering drop-out rates and retention levels
  gamification in language learning: Child Development John W. Santrock, 2004 In this topically organized introduction to child development, John Santrock balances the content instructors want with the and pedagogy students need. Child Development 9th edition continues Santrock's tradition of presenting cutting edge research and offering strong, integrated coverage of culture, ethnicity and gender, and school related issues. An expert consultant reviewed each chapter to ensure that the latest research is reflected. For students, the text's highly praised pedagogical system has been enhanced to improve understanding of how all of the material fits together.
  gamification in language learning: Assessment in Game-Based Learning Dirk Ifenthaler, Deniz Eseryel, Xun Ge, 2012-06-13 The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.
  gamification in language learning: The Cambridge Handbook of Technology and Employee Behavior Richard N. Landers, 2019-02-14 Experts from across all industrial-organizational (IO) psychology describe how increasingly rapid technological change has affected the field. In each chapter, authors describe how this has altered the meaning of IO research within a particular subdomain and what steps must be taken to avoid IO research from becoming obsolete. This Handbook presents a forward-looking review of IO psychology's understanding of both workplace technology and how technology is used in IO research methods. Using interdisciplinary perspectives to further this understanding and serving as a focal text from which this research will grow, it tackles three main questions facing the field. First, how has technology affected IO psychological theory and practice to date? Second, given the current trends in both research and practice, could IO psychological theories be rendered obsolete? Third, what are the highest priorities for both research and practice to ensure IO psychology remains appropriately engaged with technology moving forward?
  gamification in language learning: Serious Games and Edutainment Applications Minhua Ma, Andreas Oikonomou, 2017-03-03 With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
  gamification in language learning: Co-Evolution of Nature and Society Jens Jetzkowitz, 2018-08-27 This book offers support for interdisciplinary research on the interactions of nature and society. It is based on the hypothesis that a science of coevolution is needed to explore paths to a sustainable future. Jens Jetzkowitz initially discusses why social science knowledge only rarely finds its way into sustainability discourse. One significant issue is a view of science that separates knowing and acting, and the book illustrates current problems in conceptualising interdisciplinary knowledge production. It then goes one step further and introduces a workable alternative concept, taking philosophical pragmatism as a point of departure. Sustainable development goals and transdisciplinarity are currently subject to widespread discussions and Jetzkowitz takes a stance on the debates from the perspective of coevolutionary science. This book will appeal to scholars and students interested in environmental and sustainability discourses and to anyone willing to think outside the box.
  gamification in language learning: Game Programming Patterns Robert Nystrom, 2014-11-03 The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
  gamification in language learning: Deliberate Fun Jonathan Peters, Monica Cornetti, 2019-11-22 While informative, perhaps even entertaining, the ultimate purpose of this book is to equip Learning and Development professionals with a scientifically valid, practical, applicable process for adding game mechanics to their learning programs in a manner that will be fun for their specific learners.
  gamification in language learning: Trends in E-learning Mahmut Sinecen, 2018-08-01 This book presents a collection of different researches and results on e-learning. The chapters cover the deficiencies, requirements, advantages and disadvantages of e-learning and distance learning. So, the authors reported their research and analysis results on e-learning according to their areas of expertise.
  gamification in language learning: Smart Learning Environments Maiga Chang, Yanyan Li, 2014-09-05 This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.
  gamification in language learning: Handbook of Research on Serious Games as Educational, Business and Research Tools Maria Manuela Cruz-Cunha, 2012 This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior--Provided by publisher.
  gamification in language learning: IT Through Experiential Learning Shreekant W Shiralkar, 2016-11-18 This concise book shows you how experiential learning can be used to overcome the challenges posed in applying and delivering information technology (IT) to your business needs through an innovative, game-based approach. Technology innovations and evolving business models are part of a rapid change that is forcing corporate and management professionals to learn, deploy, and adopt IT in new ways in order to maintain a competitive advantage. Many are doing this through experiential learning. You’ll begin by reviewing the basics of experiential learning and its relevance to IT, followed by six chapters that apply the hands-on concept through various scenarios. Make IT Through Experiential Learning one of your valued resources today. What You'll Learn: Innovative and proven IT-related application scenarios Generic management and leadership skill development Guidance for applying the learning methods for generating extraordinary results over conventional methods Who This Book Is For: IT professionals, higher education students, and those engaged in training and organizational development.
  gamification in language learning: Handbook of Research on Future Opportunities for Technology Management Education Khan, Basheer Ahmed, Kuofie, Matthew H. S., Suman, Sonika, 2021-06-25 Technology management education and business education are visibly intertwined in the current educational system. Certain efforts that have taken place in the recent past are the interinstitutional discourse around the world. Technology management is a dynamic and evolving profession, driven by changes in technology, globalization, sustainability, and the increasing importance of the service economy. The Handbook of Research on Future Opportunities for Technology Management Education is a comprehensive reference book that enables readers to comprehend the trends in technological changes and the need to orient business education and technology management in workplaces. The book serves to support with the formation and implementation of appropriate policies for technology management. Covering topics such as big data analytics, cloud computing adoption, and massive open online courses (MOOCs), this text is an essential resource for managers, technologists, teachers, executives, instructional designers, libraries, university researchers, students, faculty, and industry taught leaders.
  gamification in language learning: Digital Games in Language Learning Mark Peterson, Nasser Jabbari, 2022-08-12 This edited volume provides a comprehensive overview of contemporary research into the application of digital games in second and foreign language teaching and learning. As the use of digital games in foreign language education continues to expand, there is a need for publications that provide a window into recent innovations in this increasingly influential area of language education. This volume is wide ranging in scope incorporating both theory and practice and includes contributions from authorities in the field. Areas covered include research reviews and a range of case studies conducted in a variety of international contexts. This volume represents an essential guide to developments in this field and will have wide appeal to students, language educators, game and instructional designers.
  gamification in language learning: Gamify Your Classroom Matthew Farber, 2014 This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.
  gamification in language learning: Trading in the Zone Mark Douglas, 2001-01-01 Douglas uncovers the underlying reasons for lack of consistency and helps traders overcome the ingrained mental habits that cost them money. He takes on the myths of the market and exposes them one by one teaching traders to look beyond random outcomes, to understand the true realities of risk, and to be comfortable with the probabilities of market movement that governs all market speculation.
  gamification in language learning: Emerging Trends, Techniques, and Tools for Massive Open Online Course (MOOC) Management Ricardo Queirós, 2018 This book addresses the difficulties and challenges in the MOOC design, implementation, management and deployment. It focuses on different aspects of the MOOC life-cycle process and explores the impact of new methodologies and frameworks used in the life cycle of a MOOC ranging from well-designed synchronous virtual classrooms to assessment, gamification and collaborative services and tools--
  gamification in language learning: Handbook of Mobile Teaching and Learning Yu (Aimee) Zhang, 2015-10-14 Mobile technologies have been used in higher education for many years. They provide good solutions for teaching and learning and make learning available anywhere and anytime. This book includes six sections: design, development, adoption, collaboration, evaluation and future of mobile teaching and learning technology in higher education. It includes different projects and practices in higher education across different countries. The book provides in-depth background information and cases studies in high technology teaching and learning and future expectations for new technology in higher education. The variety of projects and programs running in different country helps boost innovation and discussion in future projects and practices. It also provide guidelines for future design and development of mobile applications for higher education.
  gamification in language learning: Augmented Learning Eric Klopfer, 2008 New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.
  gamification in language learning: Games and Gamification in Academic Libraries Stephanie H. Crowe, Eva Sclippa, 2020 Games of all kinds, from breakouts and escape rooms to traditional board game collections, are often featured in academic library instruction, programming, and outreach initiatives, where their natural ability to foster interaction and communication is especially valuable. Games and gamification can be used to help students engage with the thresholds of the ACRL Framework for Information Literacy for Higher Education; locate resources and identify misinformation and disinformation; and build connections with faculty and librarians, in one-shots and for-credit courses. In four sections--An Overview of Games and Gamification, Adding and Maintaining a Circulating Game Collection to your Library, Games and Gamification in Information Literacy Instruction, and Programming and Outreach through Games--Games and Gamification in Academic Libraries explores incorporating games into first-year experience programs, using games to help students engage with special collections, making games accessible, and ideas for game nights and events. Games and gamification function best not as something separate, but as one tool in an academic library's approach to their goals and initiatives. Games and Gamification offers encouragement, strategies, and proven practices for developing and using accessible, welcoming gamification as a flexible tool to meet their institutions' missions and their students' learning needs.--
The Effectiveness of Gamified Tools for Foreign Language Learning …
Gamification has emerged as a promising approach for foreign language learning (FLL), which refers to the use of game design elements to engage learners or improve academic …

Using Gamification to Enhance Second Language Learning
covers aspects regarding language, second language learning methodology and approaches, an overview of the integration of technology towards L2 instruction, Gamification as a concept, …

(PDF) The Role Of Gamification In English Language Teaching: A ...
Jan 18, 2024 · Gamification promotes active learning and engagement, with interactive activities involving vocabulary acquisition, grammar practice, and language production. It provides a …

How to Use Gamified Language Learning | FluentU
Oct 4, 2017 · Gamified language learning refers to the use of game-like elements to enhance the learning experience and motivate learners. With points, badges, leaderboards and levels, …

Gamification in Language Learning: Making Education Fun and …
Gamification in language learning offers several benefits for a more effective and enjoyable learning experience. Here are some key advantages: Increased Motivation: Gamification taps …

What is Gamification in Language Learning? - FabuLingua
Gamification is particularly suited to language learning because linguists have found that successful language acquisition requires the learner to be in a positive emotional state (not …

Gamification of language learning - Theseus
Gamification is the practice of applying game mechanics and design elements to non-game contexts to increase user engagement. It appears in contexts of business, education and …

Gamification: Trends and Opportunities in Language
gamification have the ability to engage, inform, and educate people. The term gamification is defined by Gabe Zichermann, the author of the book entitled Game-Based Marketing, as “the …

Gamification in English Language Acquisition: Systematic …
Sep 19, 2024 · practitioners can benefit from this review by learning how gamification affects students in language classrooms and by identifying research gaps on English language …

Incorporating Gamification in Second Language Learning: A …
The judicious incorporation of gaming activities into courses pertaining to English as a second language (ESL) holds substantial promise for augmenting student learning, motivation, and …

Virtual Reality in Language Education: A Review of …
Foreign language learning gamification using virtual reality—a systematic review of empirical research. Education Sciences, 11(5), 222. This systematic review examines the use of …

Enhancing Vocabulary Acquisition through Gamification
In the context of language learning, gamification holds potential for improving vocabulary acquisition. Through the incorporation of game elements into vocabulary instruction, educators …

Effect of the Gamified Second Language Vocabulary …
Mar 5, 2023 · analysis; L2 vocabulary learning; Gamification Abstract: In recent years, gamification in language learning has been a hot topic of study . because of its presumed …

Gamification in English Language Teaching: A Novel …
The Essence of Gamification in Language Teaching Gamification in language teaching involves the strategic incorporation of game-like elements, such as points, badges, and interactive …

Technology in Language Teaching & Learning
Gamification in second language acquisition research is a popular topic, but there are few empirical ... term “computer assisted language learning” and ~627,000 results for this term …

The Impact of Gamification-Assisted Language Learning on …
Gamification-Assisted Language Learning has been adopted because it provides a more comprehensive concept of employing game design elements in EFL learning and teaching. …

Gamification of Virtual Language Learning: A Case Study …
understanding of the students’ motivations in language learning, which is crucial in creating a meaningful user-centered game design. Index Terms—Language learning, gamification, …

Effectiveness of Gamification Tool in Teaching Vocabulary
Perception on Gamification Tool . Gamification in learning has been implemented to make the process of learning more fun and engaging for learners. In the current world of technology, …

Foreign Language Learning Gamification Using Quizizz: A …
Foreign Language Learning Gamification – Pepen Permana, et al. (233-249) 234 INTRODUCTION The use of gamification in education is becoming increasingly popular. …

Personalization, Cognition, and Gamification-based …
that gamification positively affected engagement, motivation, and learning outcomes. Gamification in a programming language using game design elements can increase learner engagement, …

The impact of gamified learning using Quizizz on ESL learners …
language (ESL) learners’ grammar achievement. The pre-/post-test control group design was ... Gamification and Game-based Learning Gamification is defined as the application of game …

Gamification in the Acquisition of Vocabulary in the English …
language in children in the 7th year of Basic Education", because she discovered that gamification can improve language learning English acquiring vocabulary and basic content corresponding …

Hojjat Dehghanzadeh*** (Corresponding Author) - tabrizu.ac.ir
context of language learning, and there is still little research (Garland, 2015). Despite the growing interest in gamification-based learning, a systematic review of learning a foreign language with …

The Utilization of Mobile-assisted Gamification for …
Computer Assisted Language Learning Electronic Journal (CALL-EJ), 2021, 22(3), 146-163 ... models and environments, one of which is gamified language learning or gamification.

Potential impact Timescale Keywords - ed
Chapter 17. Gamification 114 Pujolà, J. T., & Appel, C. (2020). Gamification for technology-enhanced language teaching and learning. In M. Kruk & M. Peterson (Eds), New technological …

Gamification in EFL/ESL instruction: A systematic review of
platform for language learning in recent years, providing playful opportunities for language learning. This study also examined the 28 articles selected from Web of Science, ERIC, and …

THE BENEFITS OF GAMIFICATION IN ENGLISH LANGUAGE …
language learning, gamification makes learning more effective by making grammar learning more pleasurable, vocabulary memorisation more successful, communication and cooperation …

The Effect of Utilizing Gamification in Enhancing English …
teaching English language skills, gamification offers the potential to make language learning more enjoyable, interactive, and effective (Hanus and Fox, 2015). Many studies have explored the …

GAMIFICATION IN ENGLISH ONLINE LEARNING - icceph.com
GAMIFICATION IN ENGLISH ONLINE LEARNING: A PHENOMENOLOGICAL STUDY Princess Jane Pandi-Ruedas1, Hernan G. Pacatang2 1 College of Arts and Sciences, North Eastern …

Gamification And Its Contribution To The English Language …
hypothesis that the use of gamification can improve English language learning, there is a need to develop a study to analyze its contributions and challenges in the English Language (EL) …

Foreign Language Learning Gamification Using Virtual …
centered on the effectiveness of VR and game-based learning. The authors concluded that when VR is appropriately used, it can enhance foreign language learning to a great extent. However, …

Experimental Study of The Effectiveness of Gamification …
This study evaluates the effectiveness of Arabic language learning and facilitation using gamification modules on students in terms of achievement, motivation, and attitude. The …

The Impact of Gamification on Secondary School Students' …
Gamification in EFL . Learning a new language is an intense and challenging process that requires mental, emotional, and physical commitment on the part of the learner. The main …

Implementing Gamification to Enhance Reading Engagement …
Jun 23, 2023 · In the context of English language teaching specifically, gamification is a promising approach to fostering students’ reading engagement and reading comprehension …

Improving argumentative writing: Effects of a blended …
The first experimental group (n= 22) utilized the blended learning + gamification approach. The second experimental group (n = 30) utilized only the blended learning approach. In the control …

When Gamification Spoils Your Learning: A Qualitative Case …
When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App Reza Hadi Mogavi∗ HKUST Hong Kong SAR …

EFFECTS of GAMIFIED GRAMMAR and VOCABULARY …
Jul 3, 2024 · three apps in English learning has opened the path to the integration of mobile learning into an EFL setting, which is also supported by the fact that all university students …

Using Gamification to Support Learning Chinese as A …
attitude), learning outcomes (content language learning, beliefs, motivation, satisfaction, confidence), and statistical information (p-value). With just 11 papers matching our search …

Impact of usability on continuance usage intention in …
Nov 21, 2024 · A few research studies discuss the usage of gamification in language learning applications [8], [9]. In the grasshopper platform research to find the usability of the …

Role of gamification in classroom teaching: Pre-service …
The results showed that integrating gamification into language learning improved learners’ creative, critical and problem-solving skills. Thus, interesting and engaging activities spark …

Gamification: Trends and Opportunities in Language
gamification in language learning and gamification and game-based research activities that bridge the concept of gamified information systems are discussed. The article concludes with future …

How competitive, cooperative, and collaborative gamification …
Gamification is increasingly being used in the language learning field. It is recognised that learning English as a foreign language (EFL) or a second language (ESL) is challenging and involves …

ISSN: 2643-9670 Gamification as an Innovative Strategy to …
of gamification as a modern and efficient key to enhancing the learner's writing skills. Keywords: gamification, innovative strategy, writing skills Introduction Data of the Southeast Asia Primary …

Applying Gamification in English Learning - Atlantis Press
Applying Gamification in English Learning Ruobing Li1, a, *, †, Jingwen Liu2, b, *, † 1 Shanghai Qibaodwight High School 2 Xi'an Jiaotong University City College *Corresponding …

Gamifying Language Learning - conference.pixel-online.net
2. Language Learning and Gamification Language learning has many commonalities with the concept of gamification; both are related to motivation, engagement, immersion and getting …

Mobile-assisted and gamification-based language learning: …
countries, particularly for language learning purposes. Specifically, Mobile-Assisted Language Learning (MALL) implies mobile phones in the learning and teaching of languages. The mobile …

“FLIPPING THE LANGUAGE CLASSROOM EFFECTS OF …
With these findings, it was recommended that language teachers should use gamification as supplementary instructional material in improving the English proficiency of the students. …

GAMIFICATION AND STUDENTS’ MOTIVATION: USING …
Closely related to Content-based Instruction is Content and Language Integrated Learning (CLIL). However, while CBI regards content as a vehicle for mastering language, CLIL is "a dual …

Benefits of Gamification Towards Different Learning …
Keywords: Gamification, learning styles, language learning, technology, visual learner, auditory learner, kinaesthetic learner. Introduction . As we are evolving further into 21st-century …

Enhancing Vocabulary Acquisition through Gamification
Particularly in language learning, gamification has shown considerable promise in improving vocabulary acquisition With the rising need for effective language learning strategies, …

Gamifying Reading Motivation in EFL Students: Enhancing
research on the implementation of gamification elements in language learning. It aims to offer valuable insights for EFL teachers and educators who are interested in enhancing their students'

The Impact of Gamification on Motivation and Retention in …
This study aims to assess the impact of gamification on language learning through a quasi-experimental design involving 100 participants divided into two groups: one using a gamified …

Use of gamification in english learning in higher education: …
attractiveness, motivation, and enjoyment were all desirable qualities. Gamification’s intended learning goals were language content learning, involvement, motivation, and satisfaction. This …

IJELLH (International Journal of English Language, Literature …
Gamification of English Teaching and Learning Abstract Language is our primary source of communication. It is the method through which we share our ideas and thoughts with others. …

A SYSTEMATIC REVIEW OF GAMES FOR LEARNING CHINESE
research on games and gamification in language learning: (1) games have been actively used in Chinese language learning (2) the majority of studies address students’ motivation; (3) most …

Adapting Competitiveness and Gamification to a Digital …
Paper—Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning [40], it is that competitiveness is considered one of the main factors in student motiva …

A Meta-Analysis on the Effectiveness of Gamification on …
Many studies on the effectiveness of gamification in learning processes can be found in the literature. The study by Huang et al. (2020) presents that gamification positively and …

1 2 Gamification as a Tool in English Language Teaching
games for learning language. Gamification as a philosophy, principle of motivation, the educational consequences for successful adoption of the technique and the latest applications …

THE POTENTIAL OF GAMIFICATION IN THE PHILIPPINE …
learning experience and encourage students to actively participate in their own learning process. One way to do this is by incorporating game-based learning activities into the curriculum. …

Serious Games and Gamification in Foreign Language …
ISSN 2601-8616 (print) ISSN 2601-8624 (online) European Journal of Education July - December 2024 Volume 7, Issue 2 143 Serious Games and Gamification in Foreign Language