Learning as Adventure: An App Designed with Gamification Elements to Facilitate Language Learning

The increasing spread of mobile technologies provides educators and developers with more opportunities for creating a wider range of education tools. In this paper we propose a game-based language learning system called ADVENTURE to improve the learners’ skills for language learning and self-motivation to learn. Firstly we introduce a focus group conducted to understand learners’ needs and language learning behavior, then we review some of the background research works in the field of gamification and language learning. Following the research finding and user study, the paper presents the design and development of ADVENTURE which creates immersive experience for language learners. The application adds not only the gamification elements included game mechanism and the aesthetics but also the elements in the process of learning. The final output reaches the target of improving the learning efficiency and interesting the progress of learning.

[1]  Meghan Bagby The Flipped Approach: Past Research, Practical Applications, and Experiences in K-12 Science and Math Classrooms , 2014 .

[2]  Mark Warnes,et al.  Designing Mobile Games for Learning: The mGBL Approach , 2009 .

[3]  M. Swain,et al.  Problems in Output and the Cognitive Processes They Generate: A Step Towards Second Language Learning , 1995, Applied Linguistics.

[4]  Christopher Cunningham,et al.  Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps , 2011 .

[5]  Riccardo Berta,et al.  Assessment in and of Serious Games: An Overview , 2013, Adv. Hum. Comput. Interact..

[6]  Juho Hamari,et al.  Measuring flow in gamification: Dispositional Flow Scale-2 , 2014, Comput. Hum. Behav..

[7]  Robert Godwin-Jones,et al.  Mobile apps for language learning , 2011 .

[8]  Robert Godwin-Jones,et al.  EMERGING TECHNOLOGIES MOBILE APPS FOR LANGUAGE LEARNING , 2011 .

[9]  David Sanders,et al.  Whither CAI? The Need for Communicative Courseware. , 1983 .

[10]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[11]  Beth Kemp Benson Coming to Terms: Scaffolding , 1997 .

[12]  N. Spada Form-Focussed Instruction and Second Language Acquisition: A Review of Classroom and Laboratory Research , 1997, Language Teaching.

[13]  James E. Driskell,et al.  Games, Motivation, and Learning: A Research and Practice Model , 2002 .

[14]  Sebastian Deterding,et al.  Gamification: designing for motivation , 2012, INTR.

[15]  Byron Reeves,et al.  Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete , 2009 .

[16]  Brenda Brathwaite,et al.  Challenges for Game Designers , 2008 .