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Gamifying Language Learning

Conference Paper · November 2022

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Ali H. Al-Hoorie
Royal Commission for Jubail and Yanbu
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Gamifying
Language
Learning
Ali H. Al-Hoorie
Saudi TESOL Association

3rd International Symposium


on Applied Linguistics Research

5 Nov 2022
Misconceptions (before we start)

 Games are always non-serious X


 play vs. serious
 social stigma

 Games are only (digital) video games X


 can include no-tech activities (role playing, storytelling)

 Video games can cause health problems X


 Too much of everything is bad
Outline

 Terminology

 Characteristics of engaging games


 Why makes games exciting?

 Types of games in education


 Game-based teaching
 Game-enhanced teaching
 Game-informed teaching
Terminology
Terminology
 Gamification
 applying game design elements to activities not traditionally considered
a game, like learning or working
 not only “digital” games or “video” games

 Serious games
 games whose primary purpose is not entertainment, like education,
advertising, political campaigning, or social justice awareness raising
 to overcome societal bias of games as entertainment only

 Game vs. play


 game is more a more structured activity, e.g. with rules
Terminology
 Gameful
 oriented toward achieving goals, trying out different strategies, and taking on
new challenges

 Learnful
 disposition towards finding learning opportunities in activities not explicitly designed for
learning, like games.

 Hard fun
 emotions from facing and overcoming meaningful challenges
Terminology
 Ergodic
 branching text, nonlinear, interactive, different outcome every time
 vs page turning or clicking to move forward in the story

 Pedagogical mediation
 scaffolding comprehension, focus attention on language
 wraparound activities: to make games learnful with supplemental exercises
 game journaling: to describe what they did & learned in a journal
 debriefing: to reflect on, discuss, and evaluate their experiences

 (Reinhardt, 2019)
Characteristics of engaging games
Characteristics of engaging games
 Satisfying basic psychological needs (Przybylski et al., 2010):
 autonomy
 competence
 relatedness

 Appropriate level of difficulty


 options to adjust difficulty
 progressively challenging tasks
 chance to improve skill
 like spiral curriculum
Characteristics of engaging games
 Goal-directed activity
 clear what they need to achieve
 goals evolve, not monotonous

 Instant feedback
 players know exactly when they fail & why
 Constructive, critical feedback

 Sheltered practice
 failure not threatening
 can repeat without limit
Characteristics of engaging games
 Time on task
 more time, more learning (everything being equal)
 voluntary exposure to language

 Uncertainty of outcome
 excitement from not knowing the result. The motivation of near miss
 dopamine release in the brain

 Task-based language teaching


 “The fundamental precept of TBLT, that L2 instruction should be conceptualized in
terms of goal-oriented tasks, is basically game-informed” (Reinhardt, 2019, p. 176)
 collaborating on goal-driven, real world, authentic tasks

 (see also Eichenbaum et al., 2014)


Types of games in education
Types of games in education

 Games-based teaching
 games intentionally designed for education

 Game-enhanced teaching
 games not originally intended for education

 Game-informed teaching
 applying gamification principles in everyday instruction
Games-based teaching
 Building video game for specific curriculum
 or a lesson

 Expensive, hard
 outsourced to commercial companies

 May not interest students


 tastes change over time
Games-based teaching
 Example study: Al-Hoorie and Al-Bijadi (in preparation)

 Smartphone app: Words & Monsters


 by Lexxica R&D (Japanese company)

 Utilizes educational principles


 e.g., placement test, paced repetition, uncertainty
Games-based teaching
 Study design:

 83 experimental participants

 102 control participants

 vocabulary pre-test

 played the game (1 month) during free time

 post-test (1 month)

 delayed post-test (1 month)


p = .896 p < .001 p = .039
Game-enhanced teaching
 Utilizing an existing game not developed for education
 SecondLife, The Sims, Minecraft, Assassin's Creed, Call of Duty,
Shadow of the Colossus, Fortnite, World of Warcraft, Grand Theft Auto

 Game in the target language

 Wraparound activities:
 assigning roles (team leader, time-keeper)
 language focus (vocabulary, speech acts)
 practice speaking (e.g., from home)
Game-enhanced teaching
 Example study: Bytheway (2015)
 Qualitative design
 6 learners playing World of Warcraft
 15 vocabulary learning strategies:
 noticing frequency of words
 recognizing knowledge gaps
 selecting words for attention
 equating images and actions to words
 giving & receiving explanations & feedback
 observing players
 using words to learn words
 reading in-game information
 using Google
Game-enhanced teaching
 Considerations

 under-researched

 may require a license ($$$)

 appropriate game (student age, culture)

 interaction with strangers


Game-informed teaching
 Narrative, role playing, simulation

 Time limit

 Symbolic rewards
 points, challenges, badges, trophies, levels, boards

 Competition vs. cooperation


 best with both cooperation & competition (Sailer & Homner, 2020)
Game-informed teaching
 Example study: Al-Hoorie (2021)

 Motivational stories

 Warm-up activities
 success stories of famous figures:
Albert Einstein, Bill Gates,
Stephen Hawking, Colonel Sanders,
Thomas Edison, Walt Disney,
Henry Ford, Roman Abramovich,
John Baird, and John Griffin
Game-informed teaching
 Study design
 129 experimental participants
 141 control participants
 first 10–15 minutes of class
 for 1 month

 Results: Post-study questionnaire


 Significant reduction in anxiety
p = .001, d = 0.41
To reiterate

 Gameful does not mean non-serious

 to challenge the bias that learning is necessarily laborious


and that we inherently don’t want to do it

 good teachers have always gamified learning

 (Reinhardt, 2019, p. viii)


“do not keep children to their studies by compulsion but by play”

—Plato
References
 Al-Hoorie, A. H. (2021). Storytelling motivation: Creating role models with inspirational stories.
Journal of Research in Language & Translation, 1(1), 1–16.
 Bytheway, J. (2015). A taxonomy of vocabulary learning strategies used in massively
multiplayer online role-playing games. CALICO Journal, 32(3), 508–527.
https://doi.org/10.1558/cj.v32i3.26787
 Eichenbaum, A., Bavelier, D., & Green, C. S. (2014). Video games: Play that can do serious
good. American Journal of Play, 7(1), 50–72.
 Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game
engagement. Review of general psychology, 14(2), 154–166.
https://doi.org/10.1037/a0019440
 Reinhardt, J. (2019). Gameful second and foreign language teaching and learning: Theory,
research, and practice. Palgrave Macmillan.
 Sailer, M., & Homner, L. (2020). The gamification of learning: a meta-analysis. Educational
Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w
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