Learning English vocabulary through playing games: the gamification design of vocabulary learning applications and learner evaluations

词汇 词汇学习 心理学 语言习得 语言学 计算机科学 数学教育 英语词汇 移动设备 多媒体 万维网 哲学
作者
Ya Gao,Lin Pan
出处
期刊:Language Learning Journal [Taylor & Francis]
卷期号:51 (4): 451-471 被引量:2
标识
DOI:10.1080/09571736.2023.2217828
摘要

Mobile-assisted language learning is a growing feature of contemporary language learning, and their distinct gamification design produces new and increasingly popular contexts for language learning. This paper explores the gamification features of the two most popular EFL vocabulary learning applications widely used by Asian learners – BaiCiZhan and Perfect Lingo. Their gamified designs are analysed based on the ‘mechanics, dynamics and aesthetics’ (MDA) model developed by Hunicke, LeBlanc, and Zubek [2004. MDA: A formal approach to game design and game research. Proceedings of the Game Developers Conference, San Jose, CA, USA, 23 November 2004. https://users.cs.northwestern.edu/∼hunicke/MDA.pdf] and Ruhi’s [2015. Level up your strategy: towards a descriptive framework for meaningful enterprise gamification. Technology Innovation Management Review 5, no. 8: 5–16. do:10.22215/timreview/918] descriptive framework for gamification applications. It further explores learners’ attitudes towards features of the gamified designs via observations and interviews. The research concludes that such mobile vocabulary learning applications are found more helpful when they present words in a multimodal way, contain more meaningful practice, adopt social interaction and reward learners with in-kind incentives. It is hoped that the study will contribute to the improvement of educational gamified applications for EFL vocabulary learning and language learning in general.
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