Al Hoorie2022GamifyingLanguageLearningSLIDES
Al Hoorie2022GamifyingLanguageLearningSLIDES
Al Hoorie2022GamifyingLanguageLearningSLIDES
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Ali H. Al-Hoorie
Royal Commission for Jubail and Yanbu
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All content following this page was uploaded by Ali H. Al-Hoorie on 06 November 2022.
5 Nov 2022
Misconceptions (before we start)
Terminology
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
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
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
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
83 experimental participants
vocabulary pre-test
post-test (1 month)
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
Time limit
Symbolic rewards
points, challenges, badges, trophies, levels, boards
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
—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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