Gamification, the application of game design elements in non-game contexts, has been gaining traction in various fields, including education. Within the realm of second language acquisition (SLA), gamification presents a promising avenue for enhancing learner engagement and motivation. This blog post will delve into gamification as a researchable topic in SLA, exploring its potential benefits, challenges, and areas for further investigation.
Research suggests that gamification can offer several advantages in SLA:
While gamification holds significant promise, there are challenges and considerations to address:
Gamification in SLA is a dynamic and evolving field, with several areas ripe for further exploration:
Gamification presents a compelling and researchable topic in the field of SLA. By harnessing the power of game design elements, educators and researchers have the potential to create more engaging, effective, and enjoyable language learning experiences.
Citations:
[^1]: Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons. [^2]: Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 75-88. [^3]: Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. [^4]: Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1-5. [^5]: C gamification in education: A literature review. International Journal of Information and Education Technology, 6(5), 361-365. [^6]: Huang, W. H. Y., & Soman, D. (2013). Gamification of education. Research Report Series: Behavioural Economics in Action, Rotman School of Management, University of Toronto, 2013(7). [^7]: Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534.