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Gamifying the foreign language classroom for brain‐friendly learning

Bibliographic Data

ID8939752
AuthorsDaniel Rueckert (0000-0002-9721-3146, Department of Modern Languages and Literature California State University Fullerton California USA, corresponding author), Karina Pico (ESL Department North Orange County Continuing Education Anaheim California USA), Daesang Kim (0000-0002-2339-3981, Department of Leadership, Technology, and Workforce Development Valdosta State University Valdosta Georgia USA), Ximena Alexandra Calero Sánchez (0000-0003-0763-0892, Department of Ciencias Humanas y de la Educación Universidad Técnica de Ambato Ambato Ecuador)
Year2020
Volume53
Issue4
Pages686-703
Publication date2020-11-18
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueForeign Language Annals (JOURNAL)
Journal identifiersISSN: 0015-718X • E-ISSN: 1944-9720
PublisherWiley (PUBLISHER • GB)
DOI10.1111/flan.12490
OpenAlexW3105835989
LanguageEN
Citations received3
References cited14

New instructional models for learning are emerging as alternatives to traditional education. Gamified instruction is touted as a motivational alternative for learning that increases learner autonomy, but research is lacking into its educational merit beyond those claims. This study measured the extent to which a gamified English as a foreign language classroom adhered to 21 principles of good education proposed by Mind, Brain, and Education (MBE) researchers in comparison to a traditional classroom. It also explored the claim that gamification promotes greater learner autonomy. Two sections of a college English class in Ecuador were used in this study. One was gamified and the other used a traditional education model. Both groups completed a 22 Likert Scale item questionnaire which correlated questions with each MBE principle and one question about perceived autonomy. The teacher and the students also provided comments about the experience. The data showed that the gamified group had higher rankings of perceived adherence to all of the 21 principles and a statement about autonomy with 14 of them being significantly higher. The qualitative data also supported the greater perceived adherence to MBE principles and an increase in perceived autonomy amongst students from the gamified group. It was concluded that gamified instruction did provide a learning environment that adhered more closely to proposals made by MBE researchers for good education and did create an atmosphere where students felt greater control of their learning

Autonomy · Class (philosophy · Comprehension approach · Developmental psychology · Foreign language · Language acquisition · Language education · Learner autonomy · Likert scale · Mathematics education · Pedagogy · Scale (ratio · Educational Games and Gamification · Neuroscience, Education and Cognitive Function · Psychology · Technology-Enhanced Education Studies

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Unique citing works3
Citations per year0,6
Citation span2021 - 2024 (4)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 3
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