Articles producció científica> Filologies Romàniques

Levelling Up Language Learning A Study on the Impact of Gamification

  • Identification data

    Identifier: imarina:9290703
    Authors:
    Vallorani, Cecilia MariaGibert, IsabelTuffnell, Christopher
    Abstract:
    This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were obtained from an international middle school where four groups of students, two in Grade 7 and two in Grade 8, engaged with gamified formative assessment. Findings show that gamification can provide a useful support mechanism in assessment success, and also on an emotional level as it lowers the affective filter, allowing the students to reduce potential anxiety and face the assessment with greater confidence. However, gamification had a small negative impact on otherwise high-performing students in the study, suggesting that gamification may not be appropriate in all contexts.
  • Others:

    Author, as appears in the article.: Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher
    Department: Filologies Romàniques
    URV's Author/s: Gibert Escofet, Maria Isabel / Vallorani, Cecilia Maria
    Keywords: Action learning Action learning alternative approaches assessment for learning behaviour educational innovation flow Alternative approaches Assessment for learning Behaviour Educational innovation Flow Game-based assessment Game-based assessment game-based learning motivation Game-based learning Motivation
    Abstract: This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were obtained from an international middle school where four groups of students, two in Grade 7 and two in Grade 8, engaged with gamified formative assessment. Findings show that gamification can provide a useful support mechanism in assessment success, and also on an emotional level as it lowers the affective filter, allowing the students to reduce potential anxiety and face the assessment with greater confidence. However, gamification had a small negative impact on otherwise high-performing students in the study, suggesting that gamification may not be appropriate in all contexts.
    Thematic Areas: Ciencias sociales Computer science (all) Computer science (miscellaneous) E-learning Education Education & educational research General computer science
    licence for use: https://creativecommons.org/licenses/by/3.0/es/
    Author's mail: ceciliamaria.vallorani@estudiants.urv.cat isabel.gibert@urv.cat
    Author identifier: 0000-0003-3158-9658
    Record's date: 2024-10-19
    Papper version: info:eu-repo/semantics/publishedVersion
    Papper original source: International Journal Of Mobile And Blended Learning. 14 (4):
    APA: Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher (2022). Levelling Up Language Learning A Study on the Impact of Gamification. International Journal Of Mobile And Blended Learning, 14(4), -. DOI: 10.4018/ijmbl.315624
    Licence document URL: https://repositori.urv.cat/ca/proteccio-de-dades/
    Entity: Universitat Rovira i Virgili
    Journal publication year: 2022
    Publication Type: Journal Publications
  • Keywords:

    Computer Science (Miscellaneous),E-Learning,Education,Education & Educational Research
    Action learning
    Action learning alternative approaches assessment for learning behaviour educational innovation flow
    Alternative approaches
    Assessment for learning
    Behaviour
    Educational innovation
    Flow
    Game-based assessment
    Game-based assessment game-based learning motivation
    Game-based learning
    Motivation
    Ciencias sociales
    Computer science (all)
    Computer science (miscellaneous)
    E-learning
    Education
    Education & educational research
    General computer science
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