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The Effectiveness of Gamified Tools for Foreign Language Learning (FLL): A Systematic Review
1School of Foreign Languages and Literatures, Chongqing Normal University, Chongqing 401331, China.
Behavioral Sciences (Basel, Switzerland)
|April 27, 2023
Summary
Gamification in foreign language learning (FLL) shows mixed results. Effectiveness depends on factors like study design, implementation, and individual learner differences, highlighting the need for better research methods.
Area of Science:
- Educational Technology
- Applied Linguistics
- Human-Computer Interaction
Background:
- Gamification, the application of game design elements, is increasingly explored for foreign language learning (FLL).
- The specific features and overall effectiveness of gamified tools in FLL remain unclear.
- Understanding how these tools' effectiveness is measured is crucial for research advancement.
Purpose of the Study:
- To systematically review gamification studies in FLL.
- To analyze the features and effectiveness of gamified FLL tools.
- To investigate the measurement methods used in gamified FLL research.
Main Methods:
- Systematic review of 21 empirical studies on gamification in FLL.
- Analysis of study features, reported outcomes, and measurement techniques.
- Identification of influencing factors and research gaps.
Main Results:
- The effectiveness of gamified FLL tools yielded mixed outcomes: some positive, some negative, and some neutral.
- Key influencing factors include methodological limitations, experimental biases, technical constraints, individual differences, and suboptimal gamification design.
- Measurement and data interpretation biases were also identified as significant factors.
Conclusions:
- The effectiveness of gamification in FLL is not universally positive and is contingent upon various factors.
- Methodological rigor, meaningful gamification design, and appropriate measurement are essential for successful implementation.
- Future research should address identified gaps to improve the design and evaluation of gamified FLL interventions.
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