How MISSION BERLIN gamified my FL/L2-German class – a six-week journey

Bart Pardoel, S. Sophocleous, A. Athanasiou
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引用次数: 1

Abstract

This paper contributes to a better understanding of the affordances of gamification in Foreign or Second Language (FL/L2) education, specifically in the context of a secondary school. An Exploratory Research (ER) was conducted, aiming to examine how gamification affects secondary school learners’ experience in the FL/L2 classroom. A six-week technology-assisted gamified mobile language course for German as a Foreign Language (GFL), called MISSION BERLIN, was developed, implemented, and evaluated. Data collection methods include semistructured focus group interviews with all students, an online survey and Moodle logs. Results indicate that there are certain game elements that are more useful in a mobile Moodle environment than others, and that structure and duration of the course, as well as technical issues, influence the students’ learning experience. The paper concludes with suggested improvements and final considerations for the implementation of a gamified mobile course for FL/L2 learning.
MISSION BERLIN是如何将我的FL/ l2德语课程游戏化的——为期六周的旅程
本文有助于更好地理解游戏化在外语或第二语言(FL/L2)教育中的启示,特别是在中学的背景下。本文进行了一项探索性研究,旨在研究游戏化如何影响中学学习者在外语/二语课堂上的体验。一项为期六周的德语作为外语(GFL)的技术辅助游戏化移动语言课程,称为MISSION BERLIN,被开发、实施和评估。数据收集方法包括与所有学生进行的半结构化焦点小组访谈、在线调查和Moodle日志。结果表明,在移动Moodle环境中,某些游戏元素比其他元素更有用,课程的结构和持续时间以及技术问题都会影响学生的学习体验。本文总结了建议的改进和最终考虑的实施游戏化移动课程的外语/二语学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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