Gamification for Technology-Enhanced Language Teaching and Learning

Joan-Tomàs Pujolà, Christine Appel
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引用次数: 8

Abstract

This chapter explores gamification as an innovative pedagogical strategy in language learning with the use of technology. The authors examine the construct of gamification, arguing for the need of a clear definition as many authors use various terms interchangeably. The dynamics, mechanics, and components to conform a gamified learning experience are presented. The chapter describes current research and teaching experiences on gamification and technology-enhanced teaching and learning. Two approaches are identified: the use or design of gamified apps and gamified learning experiences designed entirely by teachers and implemented with the help of different technologies. Some tools and platforms for gamification are discussed and recommendations on how to implement a successful gamified teaching intervention are provided. Two approaches to researching gamification are also proposed.
游戏化技术促进语言教学
本章探讨了游戏化作为一种利用技术进行语言学习的创新教学策略。作者研究了游戏化的结构,认为需要一个明确的定义,因为许多作者交替使用不同的术语。呈现了符合游戏化学习体验的动力学、机制和组件。本章描述了目前关于游戏化和技术增强教学的研究和教学经验。研究确定了两种方法:游戏化应用程序的使用或设计,以及完全由教师设计并借助不同技术实施的游戏化学习体验。讨论了一些游戏化的工具和平台,并就如何成功实施游戏化教学干预提出了建议。本文还提出了两种研究游戏化的方法。
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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