Inhaltliche Gamification im aufgabenorientierten Fremdsprachenunterricht (IGAF)

Eric Wolpers
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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.
面向任务的内容匹配课程(IGAF)
游戏化不仅仅是奖励。为了这项研究,我们开发了一个应用程序,它通过一个侦探案件以一种有趣和叙述的方式传达了西班牙教科书的常规内容。因此,我们使用了基于任务的语言学习、基于内容的游戏化和讲故事的方法。基于内容的游戏化方法结合了好玩的元素、讲故事和学习对象。学习内容,如社会文化知识或语言资源,成为游戏环境的一部分。在基于设计的研究中,该应用程序在几组七年级学生中进行了循环测试。收集并评价定性数据。结果表明,这种方法导致了高水平的问题导向。学习者完成任务主要是为了解决侦探案件。虚拟空间有可能促进换位思考和沉浸式过程,使学习者沉浸在目标语言世界中。最后,这些结果最终形成了基于内容的游戏化TBLL (IGAF)模型,该模型可用于开发类似的教学安排。
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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