Perfunctory gamification in the world of second language learning

Gamification 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 cou...

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Main Author: Opacki Marcin
Format: Article
Language:English
Published: De Gruyter 2022-04-01
Series:Journal of China Computer-Assisted Language Learning
Subjects:
Online Access:https://doi.org/10.1515/jccall-2021-0005
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author Opacki Marcin
author_facet Opacki Marcin
author_sort Opacki Marcin
collection DOAJ
description Gamification 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.
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spelling doaj-art-49169bb5a72840b5af5ad0a0655cc5b62025-01-20T11:08:49ZengDe GruyterJournal of China Computer-Assisted Language Learning2748-34792022-04-012217920210.1515/jccall-2021-0005Perfunctory gamification in the world of second language learningOpacki Marcin0Faculty of Modern Languages, University of Warsaw, Hoża 69, Warszawa, PolandGamification 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.https://doi.org/10.1515/jccall-2021-0005callforeign language learninggame-based systemgamification
spellingShingle Opacki Marcin
Perfunctory gamification in the world of second language learning
Journal of China Computer-Assisted Language Learning
call
foreign language learning
game-based system
gamification
title Perfunctory gamification in the world of second language learning
title_full Perfunctory gamification in the world of second language learning
title_fullStr Perfunctory gamification in the world of second language learning
title_full_unstemmed Perfunctory gamification in the world of second language learning
title_short Perfunctory gamification in the world of second language learning
title_sort perfunctory gamification in the world of second language learning
topic call
foreign language learning
game-based system
gamification
url https://doi.org/10.1515/jccall-2021-0005
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