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Levelling Up Language Learning A Study on the Impact of Gamification

  • Datos identificativos

    Identificador: imarina:9290703
    Autores:
    Vallorani, Cecilia MariaGibert, IsabelTuffnell, Christopher
    Resumen:
    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.
  • Otros:

    Autor según el artículo: Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher
    Departamento: Filologies Romàniques
    Autor/es de la URV: Gibert Escofet, Maria Isabel / Vallorani, Cecilia Maria
    Palabras clave: 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
    Resumen: 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.
    Áreas temáticas: Ciencias sociales Computer science (all) Computer science (miscellaneous) E-learning Education Education & educational research General computer science
    Acceso a la licencia de uso: https://creativecommons.org/licenses/by/3.0/es/
    Direcció de correo del autor: ceciliamaria.vallorani@estudiants.urv.cat isabel.gibert@urv.cat
    Identificador del autor: 0000-0003-3158-9658
    Fecha de alta del registro: 2024-10-19
    Versión del articulo depositado: info:eu-repo/semantics/publishedVersion
    Referencia al articulo segun fuente origial: International Journal Of Mobile And Blended Learning. 14 (4):
    Referencia de l'ítem segons les normes 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
    URL Documento de licencia: https://repositori.urv.cat/ca/proteccio-de-dades/
    Entidad: Universitat Rovira i Virgili
    Año de publicación de la revista: 2022
    Tipo de publicación: Journal Publications
  • Palabras clave:

    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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