The Motivation of Uncertainty: Gamifying Vocabulary Learning

被引:1
|
作者
Al-Hoorie, Ali H. [1 ,2 ]
Albijadi, Othman [1 ]
机构
[1] Royal Commiss Jubail & Yanbu, Jubail Ind City, Saudi Arabia
[2] Royal Commiss Jubail & Yanbu, Jubail English Language & Preparatory Year Inst, Jubail Ind City, Saudi Arabia
关键词
Learning motivation; gamification; vocabulary; games; game-based language learning; GAMBLING NEAR-MISSES; 2ND-LANGUAGE; DOPAMINE; REWARD; CLASSROOM; SATISFACTION; RISK;
D O I
10.1177/00336882241229244
中图分类号
H0 [语言学];
学科分类号
030303 ; 0501 ; 050102 ;
摘要
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.
引用
收藏
页数:14
相关论文
共 50 条
  • [21] MOTIVATION IN COMPUTER GAMES: THE IMPACT OF REWARD UNCERTAINTY ON LEARNING
    Demetriou, Skevi
    EDULEARN10: INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2010, : 597 - 608
  • [22] An English Vocabulary Learning APP with Self-regulated Learning Mechanism for Promoting Learning Performance and Motivation
    Chen, Chih-Ming
    Chen, Liang-Chun
    Yang, Shun-Min
    2018 7TH INTERNATIONAL CONGRESS ON ADVANCED APPLIED INFORMATICS (IIAI-AAI 2018), 2018, : 164 - 169
  • [23] An English vocabulary learning app with self-regulated learning mechanism to improve learning performance and motivation
    Chen, Chih-Ming
    Chen, Liang-Chun
    Yang, Shun-Min
    COMPUTER ASSISTED LANGUAGE LEARNING, 2019, 32 (03) : 237 - 260
  • [24] Gamifying with OneUp: For Learning, Grades or Fun?
    Dicheva, Darina
    Irwin, Keith
    Dichev, Christo
    GAMES AND LEARNING ALLIANCE, GALA 2018, 2019, 11385 : 343 - 353
  • [25] The role of motivation and vocabulary learning strategies in L2 vocabulary knowledge: A structural equation modeling analysis
    Lee, Jang Ho
    Ahn, Joung Joo
    Lee, Hansol
    STUDIES IN SECOND LANGUAGE LEARNING AND TEACHING, 2022, 12 (03) : 435 - 458
  • [26] Motivators MatterWhen Gamifying Learning Activities
    Dichev, Christo
    Dicheva, Darina
    Ismailova, Rita
    LEARNING IN THE AGE OF DIGITAL AND GREEN TRANSITION, ICL2022, VOL 1, 2023, 633 : 947 - 958
  • [27] Development of a Mobile Game Application to Boost Students' Motivation in Learning English Vocabulary
    Elaish, Monther M.
    Ghani, Norjihan Abdul
    Shuib, Liyana
    Al-Haiqi, Ahmed
    IEEE ACCESS, 2019, 7 : 13326 - 13337
  • [28] THE EFFECT OF BLENDED LEARNING TOWARDS PUPILS' VOCABULARY DEVELOPMENT AND MOTIVATION IN AN ESL CLASSROOM
    Hong, Andy Lim Teik
    Stapa, Mahani
    JOURNAL OF NUSANTARA STUDIES-JONUS, 2023, 8 (01): : 406 - 428
  • [29] Effect of vocabulary learning strategies on students' vocabulary knowledge achievement and motivation: the case of grade 11 high school students
    Ayana, Haimanot
    Mereba, Temesgen
    Alemu, Adege
    FRONTIERS IN EDUCATION, 2024, 9
  • [30] Gamifying adult e-learners' language learning by inducing different levels of competition: impact on motivation, engagement and performance
    Ge, Zi-Gang
    Li, Qing
    EDUCATION AND INFORMATION TECHNOLOGIES, 2024,