Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019

dc.contributor.authorAzzouz Boudadi, Nadiaes_ES
dc.contributor.authorGutiérrez-Colón, Mares_ES
dc.date.accessioned2020-06-16T09:54:10Z
dc.date.available2020-06-16T09:54:10Z
dc.date.issued2020-03-31
dc.description.abstract[EN] This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and professionals in education as it appears to be an increasingly popular method to motivate learners. Nevertheless, it is still a nascent field in terms of empirical evidence available to firmly support its educational benefits. This paper intends to shed some more light on this topic through a comprehensive review of literature published in the most prominent journals. The present study is framed within the field of Second Language Acquisition (SLA) in higher education and Computer-Assisted Language Learning, and focuses on the effects of gamified learning environments on student’s motivation and learning. A Meta-analysis method was used to explore relevant empirical research published between 2011 and 2019. After reviewing a corpus of 68  papers drawn from the leading databases Scopus and Web Of Science, and from which only 15 could be included in the study, we can point out two main findings: (i) there is still very limited literature in the field of SLA and, (ii) results seem to be predominantly positive in terms of motivation and engagement but only a few studies confirm clear interconnections with learning outcomes. The results suggest a lack of solid correlations between Gamification, motivation and cognitive processes. en_EN
dc.description.accrualMethodOJSes_ES
dc.description.bibliographicCitationAzzouz Boudadi, N.; Gutiérrez-Colón, M. (2020). Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019. The EuroCALL Review. 28(1):40-56. https://doi.org/10.4995/eurocall.2020.12974es_ES
dc.description.issue1es_ES
dc.description.referencesBandura, A. (2012). Social cognitive theory. In P. A. Van Lange A. W. Kruglanski & E. T. Higgins Handbook of theories of social psychology: volume 1 (pp. 349-374). London: SAGE Publications Ltd. https://doi.org/10.4135/9781446249215.n18es_ES
dc.description.referencesBarcena, E., & Sanfilippo, M. (2015). The audiovisual knowledge pill as a gamification strategy in second language online courses. Circulo de Linguistica Aplicada a La Comunicacion, 63, 22- 151. https://doi.org/10.5209/rev_CLAC.2015.v63.50172es_ES
dc.description.referencesBartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1), 19-42. Retrieved from https://urlzs.com/HTjvG%0Aes_ES
dc.description.referencesBeatty, K. (2013). Teaching and researching computer-assisted language learning, second edition. London, UK: Routledge. https://doi.org/10.4324/9781315833774es_ES
dc.description.referencesBerns, A., Isla-Montes, J.-L., Palomo-Duarte, M., & Dodero, J.-. (2016). Motivation, students' needs and learning outcomes: A hybrid game-based app for enhanced language learning. SpringerPlus, 5(1). https://doi.org/10.1186/s40064-016-2971-1es_ES
dc.description.referencesBustillo, J., Rivera, C., Guzmán, J., & Ramos, L. (2017). Benefits of using a mobile application in learning a foreign language. Sistemas & Telemática, 15(40), 55- 68. https://doi.org/10.18046/syt.v15i40.2391es_ES
dc.description.referencesCardoso, W., Rueb, A., & Grimshaw, J. (2017). Can an interactive digital game help French learners improve their pronunciation? In K. Borthwick, L. Bradley & S. Thouësny (Eds), CALL in a climate of change: adapting to turbulent global conditions - short papers from EUROCALL 2017 (pp. 67-72). Researchpublishing.net. https://doi.org/10.14705/rpnet.2017.eurocall2017.691es_ES
dc.description.referencesCastañeda, D. A., & Cho, M.-H. (2016). Use of a game-like application on a mobile device to improve accuracy in conjugating spanish verbs. Computer Assisted Language Learning, 29(7), 1195-1204. https://doi.org/10.1080/09588221.2016.1197950es_ES
dc.description.referencesChapelle, C. A. (2003). English Language Learning and Technology: Lectures on applied linguistics in the age of information and communication technology. Amsterdam/Philadelphia: John Benjamins Publishing Company. https://doi.org/10.1075/lllt.7es_ES
dc.description.referencesChapelle, C. A. (2009). The relationship between second language acquisition theory and computer-assisted language learning. Modern Language Journal, 93(1), 741- 753. https://doi.org/10.1111/j.1540-4781.2009.00970.xes_ES
dc.description.referencesChapelle, C. A. (2016). Call in the year 2000: A look back from 2016. Language Learning and Technology, 20(2), 159-161. https://doi.org/http://hdl.handle.net/10125/44468es_ES
dc.description.referencesCsikszentmihalyi, M. (1991). Flow: The psychology of optimal experience. New York, USA: Academy of Management Review.es_ES
dc.description.referencesDeci, E. L., & Ryan, R. M. (2010). Self-Determination. In The Corsini Encyclopedia of Psychology. https://doi.org/10.1002/9780470479216.corpsy0834es_ES
dc.description.referencesDeterding, S., Khaled, R., Nacke L.E. and Dixon, D. (2011). Gamification: Toward a Definition. In CHI 2011 Gamification Workshop Proceedings, Vancouver, 2011 (pp. 1215.). https://doi.org/978-1-4503-0268-5/11/0es_ES
dc.description.referencesDichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi.org/10.1186/s41239-017-0042-5es_ES
dc.description.referencesDicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology and Society, 18(3), 75- 88. https://doi.org/10.1109/EDUCON.2014.6826129es_ES
dc.description.referencesDomínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers and Education. https://doi.org/10.1016/j.compedu.2012.12.020es_ES
dc.description.referencesDörnyei, Z., & Ryan, S. (2015). The psychology of the language learner revisited. Routledge. New York. https://doi.org/10.4324/9781315779553es_ES
dc.description.referencesFigueroa Flores, J. F. (2015). Using gamification to enhance second language learning. Digital Education Review, 27, 32-54. Retrieved from http://revistes.ub.edu/index.php/der/article/view/11912/pdfes_ES
dc.description.referencesGafni, R., Biran Achituv, D., & Rahmani, G. (2017). Learning Foreign Languages Using Mobile Applications. Journal of Information Technology Education: Research, 16, 301- 317. https://doi.org/10.28945/3855es_ES
dc.description.referencesGardner, R. C., & Lambert, W. E. (1972). Attitudes and Motivation in Second Language Learning. Rowley, MA: Newbury House Publishers.es_ES
dc.description.referencesGodwin-Jones, R. (2015). Emerging technologies the evolving roles of language teachers: trained coders, local researchers, global citizens. Language, Learning and Technology, 19(1), 10-22.es_ES
dc.description.referencesHamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. In Proceedings of the Annual Hawaii International Conference on System Sciences (pp. 3025-3034). https://doi.org/10.1109/HICSS.2014.377es_ES
dc.description.referencesHew, K., Huang, B., Wah Samuel Chu, K., & Chiu, D. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92-93, 221- 236. https://doi.org/10.1016/j.compedu.2015.10.010es_ES
dc.description.referencesHubbard, P. (2008). CALL and the Future of Language Teacher Education. CALICO Journal, 25(2), 175. https://doi.org/10.11139/cj.25.2.175-188es_ES
dc.description.referencesHung, H.-T. (2017). Clickers in the flipped classroom: bring your own device (BYOD) to promote student learning. Interactive Learning Environments, 25(8), 983-995. https://doi.org/10.1080/10494820.2016.1240090es_ES
dc.description.referencesIaremenko, N. (2017). Enhancing English language learners' motivation through online games. Information Technologies and Learning Tools, 59, 126-133. https://doi.org/10.33407/itlt.v59i3.1606es_ES
dc.description.referencesKapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. San Francisco, USA: Pfeiffer & Company. https://doi.org/10.1145/2207270.2211316es_ES
dc.description.referencesKétyi, A. (2016, September 1). From Mobile Language Learning to Gamification: an Overlook of Research Results with Business Management Students over a Five-Year Period. Innovating in the Didactic Second Language Scenario Innovating in the Didactic Second Language Scenario: New Mobile, Open and Social Model, Edition: Monográfico I., 45-59. Retrieved from https://urlzs.com/iZXtMes_ES
dc.description.referencesLi, L. (2016). Benefits of CALL in lexico-grammatical acquisition. The Routledge Handbook of English Language Teaching (p. 463). London and New York: Routledge.es_ES
dc.description.referencesLiu, Y., Holden, D., & Zheng, D. (2016). Analyzing students' Language Learning Experience in an Augmented Reality Mobile Game: An Exploration of an Emergent Learning Environment. Procedia - Social and Behavioral Sciences, 228, 369-374. https://doi.org/10.1016/j.sbspro.2016.07.055es_ES
dc.description.referencesMacIntyre, P. D. (2002). Motivation, anxiety and emotion in second language acquisition. Individual Differences and Instructed Language Learning, 2, 45-68. https://doi.org/10.1075/lllt.2.05maces_ES
dc.description.referencesMarczewski, A. (2019). Introduction to Gamification Part 4: Motivation (R.A.M.P, Maslow, SDT and more). Retrieved from https://www.gamified.uk/2019/01/30/introduction-to-gamification-part4-motivation-r-a-m-p-maslow-sdt-and-more/es_ES
dc.description.referencesMateo-Gallego, C., & Ruiz Yepes, G. (2018). Terapias de errores con aprendizaje móvil y gamificación: estudio comparativo en español de los negocios. Folios, 48, 121-135. https://doi.org/10.17227/folios.48-8139es_ES
dc.description.referencesMunday, P. (2016). The case for using Duolingo as part of the language classroom experience. RIED. Revista Iberoamericana de Educación a Distancia, 19 (1), 83-101. https://doi.org/10.5944/ried.19.1.14581es_ES
dc.description.referencesPalomo-Duarte, M., Berns, A., Cejas, A., Dodero, J. M., Caballero, J. A., & Ruiz-Rube, I. (2016). Assessing Foreign Language Learning Through Mobile Game-Based Learning Environments. International Journal of Human Capital and Information Technology Professionals (IJHCITP), 7(2), 53-67. https://doi.org/10.4018/IJHCITP.2016040104es_ES
dc.description.referencesPerry, B. (2015). Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool. Procedia - Social and Behavioral Sciences, 174, 2308- 2315. https://doi.org/10.1016/j.sbspro.2015.01.892es_ES
dc.description.referencesPlass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50, 258-283. https://doi.org/10.1080/00461520.2015.1122533es_ES
dc.description.referencesPurgina, M., Mozgovoy, M., & Blake, J. (2019). WordBricks: Mobile Technology and Visual Grammar Formalism for Gamification of Natural Language Grammar Acquisition. Journal of Educational Computing Research. https://doi.org/10.1177/0735633119833010es_ES
dc.description.referencesRickinson, M., & May, H. (2009). A Comparative Study of Methodological Approaches to Reviewing Literature. UK : Higher Education Academyes_ES
dc.description.referencesSeverengiz, M., Roeder, I., Schindler, K., & Seliger, G. (2018). Influence of Gaming Elements on Summative Assessment in Engineering Education for Sustainable Manufacturing. In Procedia Manufacturing (pp. 429-437). https://doi.org/10.1016/j.promfg.2018.02.141es_ES
dc.description.referencesSheldon, L. (2012). The Multiplayer Classroom: Designing Coursework as a Game. Boston, MA: Cengage Learning.es_ES
dc.description.referencesSkinner, B. F. (1958). Teaching machines. Science. https://doi.org/10.1126/science.128.3330.969es_ES
dc.description.referencesWerbach, K., & Hunter, D. (2012a). For the win: How game thinking can revolutionize your business. Wharton Digital Press.es_ES
dc.description.referencesWerbach, K., & Hunter, D. (2012b). The Gamification Toolkit Game Elements. In For the Win: How Game Thinking Can Revolutionize Your Business. https://doi.org/10.1017/CBO9781107415324.004es_ES
dc.description.referencesZichermann, G. (2011). Intrinsic and extrinsic motivation in Gamification. Retrieved from https://www.gamification.co/2011/10/27/intrinsic-and-extrinsic-motivation-in-gamification/es_ES
dc.description.upvformatpfin56es_ES
dc.description.upvformatpinicio40es_ES
dc.description.volume28es_ES
dc.identifier.doi10.4995/eurocall.2020.12974
dc.identifier.issn1695-2618
dc.identifier.urihttps://riunet.upv.es/handle/10251/146453
dc.languageIngléses_ES
dc.publisherUniversitat Politècnica de Valènciaes_ES
dc.relation.ispartofThe EuroCALL Reviewes_ES
dc.relation.pasarelaOJS\12974es_ES
dc.relation.publisherversionhttps://doi.org/10.4995/eurocall.2020.12974es_ES
dc.relation.references10.4135/9781446249215.n18es_ES
dc.relation.references10.5209/rev_CLAC.2015.v63.50172es_ES
dc.relation.references10.4324/9781315833774es_ES
dc.relation.references10.1186/s40064-016-2971-1es_ES
dc.relation.references10.18046/syt.v15i40.2391es_ES
dc.relation.references10.14705/rpnet.2017.eurocall2017.691es_ES
dc.relation.references10.1080/09588221.2016.1197950es_ES
dc.relation.references10.1075/lllt.7es_ES
dc.relation.references10.1111/j.1540-4781.2009.00970.xes_ES
dc.relation.references10.1002/9780470479216.corpsy0834es_ES
dc.relation.references10.1186/s41239-017-0042-5es_ES
dc.relation.references10.1109/EDUCON.2014.6826129es_ES
dc.relation.references10.1016/j.compedu.2012.12.020es_ES
dc.relation.references10.4324/9781315779553es_ES
dc.relation.references10.28945/3855es_ES
dc.relation.references10.1109/HICSS.2014.377es_ES
dc.relation.references10.1016/j.compedu.2015.10.010es_ES
dc.relation.references10.1080/10494820.2016.1240090es_ES
dc.relation.references10.33407/itlt.v59i3.1606es_ES
dc.relation.references10.1145/2207270.2211316es_ES
dc.relation.references10.1016/j.sbspro.2016.07.055es_ES
dc.relation.references10.1075/lllt.2.05maces_ES
dc.relation.references10.17227/folios.48-8139es_ES
dc.relation.references10.5944/ried.19.1.14581es_ES
dc.relation.references10.4018/IJHCITP.2016040104es_ES
dc.relation.references10.1016/j.sbspro.2015.01.892es_ES
dc.relation.references10.1080/00461520.2015.1122533es_ES
dc.relation.references10.1177/0735633119833010es_ES
dc.relation.references10.1016/j.promfg.2018.02.141es_ES
dc.relation.references10.1126/science.128.3330.969es_ES
dc.relation.references10.1017/CBO9781107415324.004es_ES
dc.rightsReconocimiento - No comercial - Sin obra derivada (by-nc-nd)es_ES
dc.rights.accessRightsAbiertoes_ES
dc.subjectGamificationes_ES
dc.subjectSecond Language Acquisition (SLA)es_ES
dc.subjectComputer-Assisted Language Learning (CALL)es_ES
dc.subjectMotivationes_ES
dc.subjectLearning achievementes_ES
dc.titleEffect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019es_ES
dc.typeArtículoes_ES
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_ES
dspace.entity.typePublication
upv.uuid15f04f0c-eeaa-40c5-aa92-7d65eaab34d4es_ES

Archivos

Bloque original

Mostrando 1 - 1 de 1
Cargando...
Miniatura
Nombre:
Azzouz;Gutiérrez-Colón - Effect of Gamification on students’ motivation and learning achievement ....pdf
Tamaño:
363.56 KB
Formato:
Adobe Portable Document Format
Descripción:
Versión editorial