Gamified Elements in Free to Use Chinese-English Language Learning Applications
Zheng, Congze (2022)
Zheng, Congze
2022
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022081819515
https://urn.fi/URN:NBN:fi:amk-2022081819515
Tiivistelmä
Throughout human history, many educators have been looking for a way to improve learning initiative, and gamification in line with human nature has always had the potential to exist.The popularity of mobile de- vices and the emergence of video games as a new medium have brought new opportunities for gamified education.This study used the MDA framework as a tool, and used the comparative research method to study the free gamified English and Chinese learning applications on mainstream mobile platforms, and analyzes and compares the gamified elements included in them.However, there are so many free gamified language learning applications on the market that it is impossible to study all of them.Therefore, six typical applications were selected for the study.The research shows that the current free language learning applications on the market all used a lot of game assets and elements to enrich the gamified learning experience, and some applications integrate learning content into video games.However, most gamified language learning applications currently available on the market have relatively simple game mechanics and learning content.If the learning content can be more enriched, they will have more potential.
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