A Gamified Learning Environment (Moodle) to Enhance English Language Learning at University Level

被引:2
|
作者
Boudadi, Nadia Azzouz [1 ]
Gutierrez-Colon, Mar [2 ]
Rodriguez, Mireia Usart [3 ]
机构
[1] Univ Andorra, Res Grp Languages, Sant Julia De Loria, Andorra
[2] Univ Rovira i Virgili, Dept English & German Studies, Tarragona, Spain
[3] Univ Rovira i Virgili, Dept Pedag, Tarragona, Spain
关键词
academic motivation; computer-assisted language learning; foreign language anxiety; gamification; second language acquisition; speaking fluency; GAME ELEMENTS; GAMIFICATION; STUDENTS; ANXIETY;
D O I
10.29333/iji.2024.17426a
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This paper explores the use of gamification in Second Language Acquisition (SLA) within Computer-Assisted Language Learning (CALL). The aim is to investigate the effects of a gamified learning environment, specifically Moodle, on psychobehavioural factors and English learning achievement, and to discuss the affordances of gamification based on empirical findings, contributed both by the present study and previous research. For this purpose, a case study was conducted at the University of Andorra, where a treatment group completed a gamified English course on Moodle, and a control group did the same tasks without gamification. A mixed methodology was used to measure both affective and cognitive variables as well as students' perceptions on their gamified learning experience. The results show that the treatment group outperformed the control group in Foreign Language Anxiety (FLA) and in Academic Motivation (AM). As for the effects on speaking fluency, they are inconclusive, which is consistent with previous literature. Consequently, the authors advocate for further research to explore the effects of gamification on actual learning in different learning disciplines, beyond students' mere perceptions.
引用
收藏
页码:483 / 502
页数:20
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