Gamification and learning Spanish as a modern language: student perceptions in the university context

Author:

Batlle Rodríguez Jaume1,Vicenta González Argüello María1

Affiliation:

1. University of Barcelona , Barcelona , Spain

Abstract

Abstract Gamification is a methodological strategy that has been applied for several years in the field of modern language learning. It is employed primarily to increase students’ motivation by incorporating game elements into an otherwise didactic context. Research into the use of gamification in language teaching has focused largely on characterizing the specific practices involved and on determining the degree of motivation elicited in students. There has been little examination of students’ perceptions of gamification or their assessment of its effectiveness for learning a modern language. This study analyses learner perception and motivation among a group of sixteen university students of Spanish as a modern foreign language following participation in a gamified learning experience. Analysis of the information gathered from student perception questionnaires and non-participant observation indicates that the students perceive progress in vocabulary learning but not in grammatical knowledge. The students also report a high level of motivation for the proposed learning activities due to the possibility of working collaboratively with their classmates. The article concludes with reflections on the relevance and didactic implications of gamification as a methodological strategy in modern foreign language teaching at higher education level.

Publisher

Walter de Gruyter GmbH

Subject

Linguistics and Language,Language and Linguistics,Education

Reference28 articles.

1. Alsawaier, Raed. 2018. The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology 35(1). 56–79. https://doi.org/10.1108/ijilt-02-2017-0009.

2. Batlle, Jaume & María Vicenta González. 2021. Jugando con la formación continua: Percepciones de la gamificación a medio plazo en la enseñanza de lenguas extranjeras. In Edunovatic 2020. Conference Proceedings: 5th virtual International Conference on education, innovation and ICT, 1305–1309. Eindhoven: Adaya Press.

3. Batlle, Jaume & María Vicenta González & Joan Tomàs Pujolà. 2018. La narrativa como elemento cohesionador de tareas gamificadas para la enseñanza de lenguas extranjeras. Rivista dell’Instituto di Storia dell’Europa Mediterranea 2(II). 121–160.

4. Batlle, Jaume & María del Mar Suárez. 2019. Secuencias didácticas gamificadas por docentes de LE en formación continua: Puntos, insignias y tablas de clasificación. E-AESLA. 5. 43–52.

5. Damevska, Ljubica. 2020. Game not over: Experienced language teachers’ self-reported beliefs about the use of gamification in the foreign language classroom. Tarragona: Universitat Rovira i Virgili dissertation.

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