Using gamification to support learning English as a second language: a systematic review
By H. Dehghanzadeh, H. Fardanesh, Javad Hatami, E. Talaee, Omid Noroozi. Computer Assisted Language Learning, 2019
321 citations recorded by the source corpus.
Abstract Digital gamification has been argued to be a fun and enjoyable method to support Learning English as a Second Language (LESL) and to ease the gap between students’ learning and educational practice. This systematic review presents an overview of the state of the art on the use of gamification for LESL in digital environments. Furthermore, this review study maps learning experiences of learners and their learning outcomes when they deal with LESL through gamification. For this systematic review, 22 publications dating from 2008 through 2019 were studied to highlight the foci of this field of research. Although, these studies reported positive effects of gamification on learners’ learning experiences and their learning outcomes, none of the publications reported specific gamification elements associated to the learning experiences and outcomes. Being enjoyable, engaging, motivating and fun were positive learning experiences of gamified LESL environments. Content language learning, engagement, motivation, and satisfaction were targeted learning outcomes of gamified LESL. The results of this study provide suggestions on how to design digital gamification for students’ LESL and their corresponding learning experiences and outcomes.
Subfields: Computer Science Applications, Developmental and Educational Psychology, Education
View Paper: https://www.semanticscholar.org/paper/6c7969653201520405b08e7fc1d3fc5945403097
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Citations in the corpus
- Gamification in mobile-assisted language learning: a systematic review of Duolingo literature from public release of 2012 to early 2020 (2021, background): “For example, Dehganzadeh, Fardanesh, Hatami, Talaee, and Noroozi (2019) conducted a review of gamification in the field of learning English as a Second Language (ESL) and discovered that publications report positive outcomes related to motivation, engagement, and enjoyment, but do not highlight the…”