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Pregled bibliografske jedinice broj: 1054318

The role of gamification in language learning in higher education


Ivanjko, Tomislav; Pavlina, Krešimir; Grubješić, Iva
The role of gamification in language learning in higher education // 14th International Technology, Education and Development Conference (INTED2020) : proceedings / Gómez Chova, Luis ; López Martínez, Agustín ; Candel Torres, Ignacio (ur.).
Sevilla: International Academy of Technology, Education and Development (IATED), 2020. str. 4926-4932 doi:10.21125/inted.2020.1349 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)


CROSBI ID: 1054318 Za ispravke kontaktirajte CROSBI podršku putem web obrasca

Naslov
The role of gamification in language learning in higher education

Autori
Ivanjko, Tomislav ; Pavlina, Krešimir ; Grubješić, Iva

Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni

Izvornik
14th International Technology, Education and Development Conference (INTED2020) : proceedings / Gómez Chova, Luis ; López Martínez, Agustín ; Candel Torres, Ignacio - Sevilla : International Academy of Technology, Education and Development (IATED), 2020, 4926-4932

ISBN
978-84-09-17939-8

Skup
14th International Technology, Education and Development Conference (INTED2020)

Mjesto i datum
Valencia, Španjolska, 02.03.2020. - 04.03.2020

Vrsta sudjelovanja
Predavanje

Vrsta recenzije
Međunarodna recenzija

Ključne riječi
game-based learning ; gamification ; education ; language learning ; literature review

Sažetak
In the recent years, gamification has become an increasingly popular way to improve student engagement and motivation in the classroom. Nevertheless, when it comes to language learning, gamification is still only being introduced both to the teachers and students, which is why there is a lack of research on the benefits gamification brings to the adoption of English as a foreign language. Therefore, through a systematic overview of the existing academic literature, this paper aims to research the benefits offered by the gamified learning approach in the world of language learning. The literature searches were conducted in the Scopus database, which was chosen due to the fact that it indexes all other potentially relevant databases, such as ACM, IEEE, Springer, DBLP Computer Science Bibliography, and the AIS Electronic Library. Using only one comprehensive database instead of conducting searches in various repositories was preferred in order to increase the rigor and clarity of data gathering. Since the research field is a still a new one, it was deemed necessary to analyze the ways in which researchers approach the subject. Hence, emphasis was put on the empirical papers and the underpinning theoretical frameworks, methodologies, implemented tools and educational levels analyzed in them. Finally, the paper comes to the conclusion that gamification brings invaluable advantages to language learning courses in higher education, but there is a strong need to dwell deeper into the world of gamification and language acquisition in higher education. The existing research serves as a guideline for carrying out a new, case- study-based approach on students enrolled in a language course at an university level.

Izvorni jezik
Engleski

Znanstvena područja
Informacijske i komunikacijske znanosti



POVEZANOST RADA


Ustanove:
Filozofski fakultet, Zagreb

Profili:

Avatar Url Tomislav Ivanjko (autor)

Avatar Url Krešimir Pavlina (autor)

Avatar Url Iva Grubješić (autor)

Poveznice na cjeloviti tekst rada:

Pristup cjelovitom tekstu rada doi library.iated.org

Citiraj ovu publikaciju:

Ivanjko, Tomislav; Pavlina, Krešimir; Grubješić, Iva
The role of gamification in language learning in higher education // 14th International Technology, Education and Development Conference (INTED2020) : proceedings / Gómez Chova, Luis ; López Martínez, Agustín ; Candel Torres, Ignacio (ur.).
Sevilla: International Academy of Technology, Education and Development (IATED), 2020. str. 4926-4932 doi:10.21125/inted.2020.1349 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
Ivanjko, T., Pavlina, K. & Grubješić, I. (2020) The role of gamification in language learning in higher education. U: Gómez Chova, L., López Martínez, A. & Candel Torres, I. (ur.)14th International Technology, Education and Development Conference (INTED2020) : proceedings doi:10.21125/inted.2020.1349.
@article{article, author = {Ivanjko, Tomislav and Pavlina, Kre\v{s}imir and Grubje\v{s}i\'{c}, Iva}, year = {2020}, pages = {4926-4932}, DOI = {10.21125/inted.2020.1349}, keywords = {game-based learning, gamification, education, language learning, literature review}, doi = {10.21125/inted.2020.1349}, isbn = {978-84-09-17939-8}, title = {The role of gamification in language learning in higher education}, keyword = {game-based learning, gamification, education, language learning, literature review}, publisher = {International Academy of Technology, Education and Development (IATED)}, publisherplace = {Valencia, \v{S}panjolska} }
@article{article, author = {Ivanjko, Tomislav and Pavlina, Kre\v{s}imir and Grubje\v{s}i\'{c}, Iva}, year = {2020}, pages = {4926-4932}, DOI = {10.21125/inted.2020.1349}, keywords = {game-based learning, gamification, education, language learning, literature review}, doi = {10.21125/inted.2020.1349}, isbn = {978-84-09-17939-8}, title = {The role of gamification in language learning in higher education}, keyword = {game-based learning, gamification, education, language learning, literature review}, publisher = {International Academy of Technology, Education and Development (IATED)}, publisherplace = {Valencia, \v{S}panjolska} }

Časopis indeksira:


  • Web of Science Core Collection (WoSCC)
    • Conference Proceedings Citation Index - Social Sciences & Humanities (CPCI-SSH)


Citati:





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