Individual and group competitive digital gamification in ESL adult classrooms: a systematic review of effects on vocabulary retention, motivation, and engagement
Fahad Ameen
阅读操作
确认中在文库中上传 PDF 后可生成中文音频讲解。
摘要与影响
English language proficiency is essential for academic and career prospects of individuals who speak English as a second language (ESL). Yet, gaining English proficiency is a difficult task for ESL learners, particularly adults who may not have acquired the language in their formative stages. Gamification helps to bridge the gap by making language learning enjoyable. But there is no clear understanding of which strategy works best for ESL adult learners between personalized (individual-based) and collaborative (group-based) gamification. To address this gap, this study presents a systematic synthesis of the literature on gamified vocabulary learning among adult ESL learners. This review included 19 articles published between January 2015 and December 2024. The findings show that gamification, irrespective of whether it is personalized or group-oriented, has beneficial impacts on language learning, engagement, and motivation. Individual-based gamification promotes learner autonomy while collaborative learning encourages social interaction. Both strategies work for the benefit of learners’ academic achievement, motivation, and engagement. Learning contexts seemed to influence the success of these strategies. The findings indicate that teachers have to weigh the contexts of their ESL classrooms in the design of gamification strategies.
逐年被引趋势
关键指标
同类平均 = 1
同领域 · 同年份 · 同类型
Google Scholar 与 OpenAlex 的被引统计范围不同,数值存在差异属正常。
AI 辅助阅读
依据:摘要
可就本文提问;依据不足时会说明。
学术脉络
学科主题
社会科学Educational Games and Gamification
Second Language Learning and Teaching · Technology-Enhanced Education Studies
参考文献 66
此处列出前 3 条
引用本文 2
按被引量排序,此处列出前 3 条