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Perfunctory gamification in the world of second language learning

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dc.abstract.enGamification is a trend that is steadfastly increasing in popularity in several fields that involve learning. Several concepts borne out of this have recently been applied with the intent to facilitate second language learning. This is most notably visible in the form of apps and online teaching courses that take advantage of mechanics that are drawn directly from video game design principles. In the context of language learning, the incorporation of game mechanics can be used to construct effective systems of incentive and ultimately enrich the FL learning experience in various ways, potentially resulting in improved outcomes. However, the prevailing trend in the gamification of language learning apps is to rely on a Black Hat gamification mechanics. These are propagated without much reflection in manner that can only be described as perfunctory gamification. Nevertheless, the subpopulation of so-called hardcore gamers is not only unsusceptible to these techniques, but exhibits a strong aversion to them. As a result, hardcore gamers are for the most part functionally excluded from the pool of potential CALL app users. The present work outlines several potential solutions to the problem of perfunctory game design practices that alienate hardcore gamers. Chief among these is the proposal to actively work towards a paradigm shift from gamification towards game-based learning.
dc.affiliationUniwersytet Warszawski
dc.contributor.authorOpacki, Marcin
dc.date.accessioned2024-01-25T16:34:52Z
dc.date.available2024-01-25T16:34:52Z
dc.date.copyright2022-04-07
dc.date.issued2022
dc.description.accesstimeAT_PUBLICATION
dc.description.financePublikacja bezkosztowa
dc.description.number2
dc.description.versionFINAL_PUBLISHED
dc.description.volume2
dc.identifier.doi10.1515/JCCALL-2021-0005
dc.identifier.urihttps://repozytorium.uw.edu.pl//handle/item/115706
dc.identifier.weblinkhttps://www.degruyter.com/document/doi/10.1515/jccall-2021-0005
dc.languageeng
dc.pbn.affiliationlinguistics
dc.relation.ispartofJournal of China Computer-Assisted Language Learning
dc.relation.pages179-202
dc.rightsCC-BY
dc.sciencecloudnosend
dc.subject.enCALL
dc.subject.enforeign language learning
dc.subject.engame-based system
dc.subject.engamification
dc.subject.plgrwalizacja
dc.subject.plglottodydaktyka
dc.subject.plsystem oparty o grę
dc.subject.plnauka języków wspomagana komputerowo
dc.titlePerfunctory gamification in the world of second language learning
dc.typeJournalArticle
dspace.entity.typePublication