{"title":"Inhaltliche Gamification im aufgabenorientierten Fremdsprachenunterricht (IGAF)","authors":"Eric Wolpers","doi":"10.24053/flul-2023-0020","DOIUrl":null,"url":null,"abstract":"Gamification can be more than rewards. For this study, an application was developed, which conveys the usual content of a Spanish textbook via a detective case in a playful and narrative way. Therefore, approaches of task-based language learning (TBLL), content-based gamification, and storytelling are used. The content-based gamification approach combines playful elements, storytelling, and learning objects. Learning content, such as sociocultural knowledge or linguistic resources, becomes part of a playful setting. Within the design-based research study, the app was cyclically tested with several groups of 7th graders. Qualitative data were collected and evaluated. The results show that this approach leads to a high level of problem orientation. The learners work on the tasks primarily in order to solve the detective case. The virtual space has the potential to promote perspective-taking and immersion processes so that learners immerse themselves in a target language world. Finally, these results culminate in a model for content-based gamification in TBLL (IGAF), which can be used for the development of similar teaching and learning arrangements.","PeriodicalId":142968,"journal":{"name":"Fremdsprachen Lehren und Lernen","volume":"4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Fremdsprachen Lehren und Lernen","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24053/flul-2023-0020","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Gamification can be more than rewards. For this study, an application was developed, which conveys the usual content of a Spanish textbook via a detective case in a playful and narrative way. Therefore, approaches of task-based language learning (TBLL), content-based gamification, and storytelling are used. The content-based gamification approach combines playful elements, storytelling, and learning objects. Learning content, such as sociocultural knowledge or linguistic resources, becomes part of a playful setting. Within the design-based research study, the app was cyclically tested with several groups of 7th graders. Qualitative data were collected and evaluated. The results show that this approach leads to a high level of problem orientation. The learners work on the tasks primarily in order to solve the detective case. The virtual space has the potential to promote perspective-taking and immersion processes so that learners immerse themselves in a target language world. Finally, these results culminate in a model for content-based gamification in TBLL (IGAF), which can be used for the development of similar teaching and learning arrangements.