In recent years, the use of gamification in Technology-Enhanced Language Learning has become an innovative strategy to enhance students’ engagement (Pujolà & Appel, 2020; Siemon & Eckardt, 2017). With the digital dimension, the game has assumed an increasing importance in contemporary society, as it allows students to experience their surroundings by implementing problem solving strategies not merely in informal learning contexts, but in all kinds of contexts (Jenkins, 2010). Through gamification it is in fact possible to pass from informal or unconscious forms of learning to formal or intentional learning. However, while more and more educators apply game elements to foreign language and second language teaching alongside the use of technology, there is still not much understanding of how to use gamification efficiently in the language classroom (Cahyani, 2016). This research aims to investigate the potential of gamified TELL to increase engagement in the process of Italian language learning while presenting our experience at the University for Foreigners of Perugia with students of different ages, languages and cultural backgrounds. Two game-based learning platforms were used to create interactive activities and a questionnaire was administered so as to provide an experimental evaluation of students’ engagement.

Gamification in Technology-Enhanced Language Learning: Experimental Evaluation of Students’ Engagement

Pakula Agnieszka;Sbardella Talia.
2022-01-01

Abstract

In recent years, the use of gamification in Technology-Enhanced Language Learning has become an innovative strategy to enhance students’ engagement (Pujolà & Appel, 2020; Siemon & Eckardt, 2017). With the digital dimension, the game has assumed an increasing importance in contemporary society, as it allows students to experience their surroundings by implementing problem solving strategies not merely in informal learning contexts, but in all kinds of contexts (Jenkins, 2010). Through gamification it is in fact possible to pass from informal or unconscious forms of learning to formal or intentional learning. However, while more and more educators apply game elements to foreign language and second language teaching alongside the use of technology, there is still not much understanding of how to use gamification efficiently in the language classroom (Cahyani, 2016). This research aims to investigate the potential of gamified TELL to increase engagement in the process of Italian language learning while presenting our experience at the University for Foreigners of Perugia with students of different ages, languages and cultural backgrounds. Two game-based learning platforms were used to create interactive activities and a questionnaire was administered so as to provide an experimental evaluation of students’ engagement.
2022
gamification, TELL, learning experience, engagement
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.12071/39328
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