A Qualitative Inquiry Concerning Gamification of Language Learning: A Case Study on Thai Undergraduate Hospitality Management Students

Veronica Aguilos, Colin Gallagher
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Abstract

ABSTRACT Gamification of learning in higher education has been used as an educational tool to motivate and engage students. Despite its positive impacts demonstrated in the existing body of knowledge, some adversaries are concerned with the decline of learners’ intrinsic motivation and becoming independent of extrinsic rewards. This research aims to design a user-centered and meaningful gamification framework for students who are explicitly learning a second language to resolve these adversaries. The empirical data for this study was collected through a focus group discussion. It was conducted to obtain students’ learning factors that would contribute to user-centered learning. Based on the focus group outcome, a gamification course using a learning management system with embedded gamification features will be best suited for these specific students. The affordances used in this study are rewards, levels, badges, and points. The practical implications of this study are to gain a more in-depth understanding of the students’ motivations in language learning, which is crucial in creating a meaningful user- centered game design. KEYWORDS: Language Learning, Gamification, Hospitality Education, Student Engagement
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语言学习游戏化的质性探究:以泰国酒店管理专业本科生为例
高等教育中的学习游戏化已被用作激励和吸引学生的教育工具。尽管在现有的知识体系中证明了它的积极影响,但一些反对者担心学习者的内在动机下降,并变得独立于外在奖励。本研究旨在为明确学习第二语言的学生设计一个以用户为中心和有意义的游戏化框架来解决这些对手。本研究的实证数据是通过焦点小组讨论收集的。它是为了获得学生的学习因素,有助于以用户为中心的学习。根据焦点小组的结果,使用具有嵌入式游戏化功能的学习管理系统的游戏化课程将最适合这些特定的学生。本研究中使用的奖励是奖励、关卡、徽章和积分。本研究的实际意义在于更深入地了解学生在语言学习中的动机,这对于创造有意义的以用户为中心的游戏设计至关重要。关键词:语言学习,游戏化,酒店教育,学生参与
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