{"title":"The Motivation of Uncertainty: Gamifying Vocabulary Learning","authors":"Ali H. Al‐Hoorie, Othman Albijadi","doi":"10.1177/00336882241229244","DOIUrl":null,"url":null,"abstract":"As language learning is a long-term process, it is important to find ways of sustaining learning motivation over time. One approach for addressing this problem is gamifying learning tasks. Gamification refers to the incorporation of gaming elements, such as uncertainty, in the learning process so that motivation can be sustained. The present study reports an intervention investigating the effectiveness of gamifying learning vocabulary using a smartphone app. After using the app for a month, the experimental group ( n = 102) outperformed the control group ( n = 83) in the posttest but not in a delayed posttest administered one month after the end of the experiment. The implications of the results are discussed in the context of implementing gamification to sustain learning motivation.","PeriodicalId":46946,"journal":{"name":"Relc Journal","volume":null,"pages":null},"PeriodicalIF":3.6000,"publicationDate":"2024-02-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Relc Journal","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/00336882241229244","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"LINGUISTICS","Score":null,"Total":0}
引用次数: 0
Abstract
As language learning is a long-term process, it is important to find ways of sustaining learning motivation over time. One approach for addressing this problem is gamifying learning tasks. Gamification refers to the incorporation of gaming elements, such as uncertainty, in the learning process so that motivation can be sustained. The present study reports an intervention investigating the effectiveness of gamifying learning vocabulary using a smartphone app. After using the app for a month, the experimental group ( n = 102) outperformed the control group ( n = 83) in the posttest but not in a delayed posttest administered one month after the end of the experiment. The implications of the results are discussed in the context of implementing gamification to sustain learning motivation.
期刊介绍:
The RELC Journal is a fully peer-reviewed international journal that publishes original research and review articles on language education. The aim of this Journal is to present information and ideas on theories, research, methods and materials related to language learning and teaching. Within this framework the Journal welcomes contributions in such areas of current enquiry as first and second language learning and teaching, language and culture, discourse analysis, language planning, language testing, multilingual education, stylistics, translation and information technology. The RELC Journal, therefore, is concerned with linguistics applied to education and contributions that have in mind the common professional concerns of both the practitioner and the researcher.