Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning

Due to globalization growth, learning a second language is a necessity to develop in an increasingly demanding multicultural environment. However, at present we still find that some traditional methodologies are still being applied for teaching, which represents a problem for current students, also...

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Main Authors: Norman Patrick Harvey Arce, Ana Maria Cuadros Valdivia
Format: Article
Language:English
Published: Kassel University Press 2020-10-01
Series:International Journal of Emerging Technologies in Learning (iJET)
Subjects:
Online Access:https://online-journals.org/index.php/i-jet/article/view/16135
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spelling doaj-83e77939edb54d3b8ca0722993e8a9e22020-11-25T04:09:18ZengKassel University PressInternational Journal of Emerging Technologies in Learning (iJET)1863-03832020-10-01152019420910.3991/ijet.v15i20.161356629Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language LearningNorman Patrick Harvey Arce0Ana Maria Cuadros Valdivia1"Universidad Nacional San Agustín de Arequipa""Universidad Nacional San Agustín de Arequipa"Due to globalization growth, learning a second language is a necessity to develop in an increasingly demanding multicultural environment. However, at present we still find that some traditional methodologies are still being applied for teaching, which represents a problem for current students, also called digital natives, because these methodologies should adapt to this digital age of technology and knowledge. To solve this problem, a digital resource for foreign language learning was developed taking into account competitiveness and gamification as bases to motivate students and engage them into the course. The objective of this tool is to improve the processing of theoretical information obtained making use of a virtual environment which has competitive activities and gamification elements such as: obtaining medals for completing tasks, user's progress bar and ranking according to the scores obtained, so that students are motivated and improve their learning. This research seeks to analyze the effects of applying competitiveness and gamification in a virtual environment aimed at foreign language learning. It was found that 81.03% of students are more inclined to use gamified digital tools and also 82.76% of students feel more motivated to learn a second language using this methodology.https://online-journals.org/index.php/i-jet/article/view/16135gamification, competitiveness, gamified platform, foreign language learning, educational technology
collection DOAJ
language English
format Article
sources DOAJ
author Norman Patrick Harvey Arce
Ana Maria Cuadros Valdivia
spellingShingle Norman Patrick Harvey Arce
Ana Maria Cuadros Valdivia
Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning
International Journal of Emerging Technologies in Learning (iJET)
gamification, competitiveness, gamified platform, foreign language learning, educational technology
author_facet Norman Patrick Harvey Arce
Ana Maria Cuadros Valdivia
author_sort Norman Patrick Harvey Arce
title Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning
title_short Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning
title_full Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning
title_fullStr Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning
title_full_unstemmed Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning
title_sort adapting competitiveness and gamification to a digital platform for foreign language learning
publisher Kassel University Press
series International Journal of Emerging Technologies in Learning (iJET)
issn 1863-0383
publishDate 2020-10-01
description Due to globalization growth, learning a second language is a necessity to develop in an increasingly demanding multicultural environment. However, at present we still find that some traditional methodologies are still being applied for teaching, which represents a problem for current students, also called digital natives, because these methodologies should adapt to this digital age of technology and knowledge. To solve this problem, a digital resource for foreign language learning was developed taking into account competitiveness and gamification as bases to motivate students and engage them into the course. The objective of this tool is to improve the processing of theoretical information obtained making use of a virtual environment which has competitive activities and gamification elements such as: obtaining medals for completing tasks, user's progress bar and ranking according to the scores obtained, so that students are motivated and improve their learning. This research seeks to analyze the effects of applying competitiveness and gamification in a virtual environment aimed at foreign language learning. It was found that 81.03% of students are more inclined to use gamified digital tools and also 82.76% of students feel more motivated to learn a second language using this methodology.
topic gamification, competitiveness, gamified platform, foreign language learning, educational technology
url https://online-journals.org/index.php/i-jet/article/view/16135
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