The use of gamification in foreign language teaching: A case of study

dc.contributor.authorMartí Parreño, José
dc.contributor.authorMéndez Ibáñez, Ernesto
dc.contributor.authorSummerfield, Lynn
dc.contributor.authorMcDaniel Mann, Stanley Earl
dc.contributor.authorGiménez Fita, Elisa
dc.date.accessioned2015-10-14T08:54:50Z
dc.date.available2015-10-14T08:54:50Z
dc.date.issued2015
dc.description.abstractGamification represents a promising trend in education as a means of increasing students’ motivation to learn. By using game elements –like competition or rewards– students are engaged in interactive learning processes that challenge their skills in a more compelling way that traditional lecture classes do. Despite an increasing interest in gamification there is a scarcity of research on the subject specially related to the type of video games genres used in gamification. This research focuses on analysing a complex video game genre –adventure games– to better understand how this type of video game genre can be used to teach a foreign language (L2). In doing so a case study –Trace Effects, developed by the United States Department of State– is analysed. A mixed narratology and ludology approach was used to analyse how storytelling and game elements were used to teach English to speakers of other languages. Main results show how adventure video games can be used to teach complex English grammar encouraging students to use the principles of English grammar to create sentences that allow them to achieve the game goals.spa
dc.description.filiationUEVspa
dc.description.impactNo data (2015)spa
dc.identifier.citationMartí-Parreño, J., Méndez-Ibáñez, E., Summerfield, L. McDaniel, S., & Giménez-Fita, E. (2015). The use of gamification in foreign language teaching: A case of study. In 9th International Technology, Education, and Development Conference (INTED), March 2-4, Madrid, Spain (pp. 1546-1553).spa
dc.identifier.isbn9788460682431
dc.identifier.issn23401117
dc.identifier.urihttp://hdl.handle.net/11268/4406
dc.language.isoengspa
dc.peerreviewedSispa
dc.rights.accessRightsrestricted accessspa
dc.subject.otherGamificationspa
dc.subject.otherNarratologyspa
dc.subject.otherLudologyspa
dc.subject.otherAdventure gamesspa
dc.subject.otherCase studyspa
dc.subject.otherL2spa
dc.subject.uemLenguaje y lenguas - Enseñanzaspa
dc.subject.uemLenguaje y lenguas - Didácticaspa
dc.subject.unescoEnseñanza de idiomasspa
dc.titleThe use of gamification in foreign language teaching: A case of studyspa
dc.typeconference outputspa
dspace.entity.typePublication
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relation.isAuthorOfPublication20defb0d-eac3-4bb1-b480-b47bebf1e813
relation.isAuthorOfPublication.latestForDiscoveryba51a661-8935-46fc-ab93-a1b1d14c502b

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