Article abstract

Journal of Educational Research and Reviews
Research Article | Published November 2019 | Volume 7, Issue 11, pp. 223-238.
doi: https://doi.org/10.33495/jerr_v7i11.19.150

 

A review of gamified techniques for foreign language learning

 

 

 

Yasmeen Alomair*
Salah Hammami

Email Author



 

  Department of Computer and Information Sciences, College of Computer and Information Sciences, King Saud University, Riyadh, Saudi Arabia.

 

 

 

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Citation: Alomair Y, Hammami S (2019). A review of gamified techniques for foreign language learning. J. Edu. Res. Rev. 7(11): 223-238.
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 Abstract 

 

One of the undemanding privileges of the learners in the 21st century is the ability to learn foreign languages. With time, the domain of Foreign Language Learning (FLL) has become more technology centric. Wherein, the learners are digital natives who grew up with digital technologies and familiarity with the different learning mechanisms. The FLL introduced a new notion to motivate learners in their pursuit of achieving lingual fluency. A concept adaptable to modern-day learners passionate about learning a second language is ‘gamification.’ Gamification refers to “the use of game elements and game design techniques in non-gaming contexts.” Gamification seeks to motivate learners by incorporating various game elements in the learning environment. Initially, this work highlights different research contributions to the domain in the literature review section that utilized gamification to enhance FLL. Later, it conducts a comparative study of gamified techniques based on five parameters; game mechanics, design model, augmented reality, student tracking mechanism, and interaction methods. The parameters mentioned above are specifically chosen to clarify the relative strong points in each technique, and also to find common characteristics among them. Gamification plays a definitive role in motivating second language learners (SLLs). It is a challenge to decide which gamified technique is apt since each one of them presents several features enabling a particular learner and also inapplicable features for others based on the learners’ background, abilities, and requirements. This work might serve as a basis for researchers concerning the improvement of FLL via gamification. Also, it facilitates the selection process of a gamified technique resonating with the students’ needs and preferences. Besides, it scales the horizon of opportunities in finding a new technique to simplify the FLL.

 

Keywords  Language learning   gamification   motivation   engagement   game elements 

 

 

Copyright © 2019 Author(s) retain the copyright of this article.

This article is published under the terms of the Creative Commons Attribution License 4.0



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