Gamification in Language Teaching at the University Level: Learner Profiles and Attitudes

IF 0.1 0 LANGUAGE & LINGUISTICS
Denitza Charkova
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引用次数: 1

Abstract

In instructional settings, the term gamification refers to the use of game-based elements to increase learner motivation and involvement. This study aimed to get insight into how adult learners of English perceive gamified activities incorporated into their English language course, and whether player types as defined by Bartle (1996) – explorers, achievers, socializers, and killers – affect student attitudes to specific gamification elements (rules, time limit, challenges, leaderboard, awards, bonuses, and badges). The results showed a high level of student support (97%) for gamified language instruction. A significant difference was observed between player types regarding their attitudes to certain gamification elements and player types. Challenges were highly rated by the explorers (p = 0.006); leaderboards by the killers (p = 0.049), and time limit by the achievers (p = 0.009). The conclusion is that player types and preferences should be surveyed and considered when designing gamified learning activities.
大学语言教学中的游戏化:学习者概况和态度
在教学设置中,术语游戏化指的是使用基于游戏的元素来增加学习者的动机和参与。本研究旨在深入了解成人英语学习者如何看待融入英语课程的游戏化活动,以及Bartle(1996)定义的玩家类型——探索者、成就者、社交者和杀手——是否会影响学生对特定游戏化元素(规则、时间限制、挑战、排行榜、奖励、奖金和徽章)的态度。结果显示,学生对游戏化语言教学的支持程度很高(97%)。我们观察到不同玩家类型对某些游戏化元素和玩家类型的态度存在显著差异。探索者对挑战的评价很高(p = 0.006);杀手的积分排行榜(p = 0.049),成就者的时间限制(p = 0.009)。结论是,在设计游戏化学习活动时,应该调查和考虑玩家类型和偏好。
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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