Serious Games and Gamification in Foreign Language Learning: Trends and Challenges (2015-2024) Analyzed Through Text Analysis Techniques

Authors

  • Pinelopi Krystalli Aristotle University of Thessaloniki, Greece Author
  • Panayiotis Arvanitis 1Aristotle University of Thessaloniki, Greece Author

DOI:

https://doi.org/10.26417/gqsf6258

Keywords:

serious games, gamification, foreign language, motivation, communicative competencies

Abstract

Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into non-game contexts to enhance user experience and increase engagement. The growing popularity of gamification can be attributed to its recognized potential to motivate individuals, encourage behavioral change, and foster both friendly competition and collaboration across diverse domains. In education, the widespread availability of digital technologies has facilitated the incorporation of gamified teaching practices, thus promoting a more dynamic and engaging learning environment. This study investigates the specific challenges and affordances associated with the use of serious games and gamification in foreign language learning. A systematic review was conducted using text analysis techniques and tools, covering research published between 2015 and 2024. The analysis of 569 studies reveals key trends in the topics and languages explored within this body of research. Text analysis tools were used to identify trends related to linguistic communicative activities, as well as motivation and feedback. The findings provide practitioners and educational leaders with valuable insights into current trends and offer practical guidance for the future implementation of serious games and gamification in foreign language learning contexts.

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Published

2024-12-31
Serious Games and Gamification in Foreign Language Learning: Trends and Challenges (2015-2024) Analyzed Through Text Analysis Techniques | European Journal of Education

Serious Games and Gamification in Foreign Language Learning: Trends and Challenges (2015-2024) Analyzed Through Text Analysis Techniques

Authors

  • Pinelopi Krystalli Aristotle University of Thessaloniki, Greece Author
  • Panayiotis Arvanitis 1Aristotle University of Thessaloniki, Greece Author

DOI:

https://doi.org/10.26417/gqsf6258

Keywords:

serious games, gamification, foreign language, motivation, communicative competencies

Abstract

Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into non-game contexts to enhance user experience and increase engagement. The growing popularity of gamification can be attributed to its recognized potential to motivate individuals, encourage behavioral change, and foster both friendly competition and collaboration across diverse domains. In education, the widespread availability of digital technologies has facilitated the incorporation of gamified teaching practices, thus promoting a more dynamic and engaging learning environment. This study investigates the specific challenges and affordances associated with the use of serious games and gamification in foreign language learning. A systematic review was conducted using text analysis techniques and tools, covering research published between 2015 and 2024. The analysis of 569 studies reveals key trends in the topics and languages explored within this body of research. Text analysis tools were used to identify trends related to linguistic communicative activities, as well as motivation and feedback. The findings provide practitioners and educational leaders with valuable insights into current trends and offer practical guidance for the future implementation of serious games and gamification in foreign language learning contexts.

Downloads

Published

2024-12-31