Gamified language learning: neither fun nor educational?
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In this episode we discuss our experiences of using language-learning apps. Hosts Dr. Ibi and Dr. Joe cover topics including:
- What is gamification?
- Loss aversion, quizzes, and immersive learning
- The (im)balance between vocabulary and grammar
- Different needs for different audiences
- Apps such as Duolingo, LingoLegends, Memrise, Influent, and Earthlingo
Contains some strong (and other types of) language.
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Further resources:
Alvi, I. (2022). Gamification interaction features in language learning apps, brand engagement, and brand-consumer relationship quality. Journal of Content, Community and Communication, 15(8), 210-226. Available via: https://www.amity.edu/gwalior/jccc/pdf/june-2022-15.pdf.
Shortt, M., Tilak, S., Kuznetcova, I., Martens, B., & Akinkuolie, B. (2023). Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020. Computer Assisted Language Learning, 36(3), 517-554. DOI: https://doi.org/10.1080/09588221.2021.1933540.
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