Abstract
In recent years, Mobile-Assisted Language Learning (MALL) and gamification have gained much attention around the world. Both learning strategies are appealing because the MALL offer learners easy and convenient access to language learning, i.e. learning resources are available anywhere and anytime via mobile devices, while gamification has been demonstrated in numerous empirical studies to be beneficial in increasing learners’ motivation and engagement. However, efforts to examine gamification in Chinese as a second language (CSL) learning are still lacking, especially with regard to how CSL informal learners perceive the impact of individual game elements. The aim of this study was therefore to investigate Second Language (L2) adult learners’ perceptions of a gamified MALL application and their perceptions of five typical game elements (storyline, challenge, progress bars, rewards and leaderboard) used in a typical gamified MALL application, Duolingo. The results found that storyline and rewards acted as external motivators that contributed to participants’ learning motivation, while challenges, progress bars and competition acted as internal motivators that enhanced learners’ persistence and developed their self-directed learning ability. In addition, for Chinese learners, the storyline facilitated their understanding and mastery of Chinese characters or words. The findings enhance our understanding of L2 Chinese learning in a gamified MALL setting. We propose several recommendations for future research.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Acquah, E. O., & Katz, H. T. (2020). Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review. Computers & Education, 143, 103667.
Antin, J., & Churchill, E. F. (2011). Badges in social media: A social psychological perspective. In CHI 2011 Gamification Workshop Proceedings.
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101.
Bunchball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior. White Paper, 9.
Chinadaily. (2019). Finance. Retrieved from May 25, 2021, http://caijing.chinadaily.com.cn/chanye/2019-05/17/content_37470603.htm.
Christy, K. R., & Fox, J. (2014). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women’s math performance. Computers & Education, 78, 66–77.
Deci, E. L., & Ryan, R. M. (2000, 2000/10/01). The “What” and “Why” of Goal Pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining” gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments.
Duolingo. (2020). Retrieved from the website. Retrieved May 25, 2021, from, https://www.duolingo.com/info.
Festinger, L. (1954). A theory of social comparison processes. Human Relations, 7(2), 117–140.
Flores, J. F. F. (2015). Using gamification to enhance second language learning. Digital Education Review(27), 32–54.
García Botero, G., Botero Restrepo, M. A., Zhu, C., & Questier, F. (2019). Complementing in-class language learning with voluntary out-of-class MALL. Does training in self-regulation and scaffolding make a difference? Computer Assisted Language Learning, 1–27.
Gentzkow, M., Shapiro, J. M., & Sinkinson, M. (2014). Competition and ideological diversity: Historical evidence from us newspapers. American Economic Review, 104(10), 3073–3114.
Glogowska, M., Young, P., & Lockyer, L. (2007). Should I go or should I stay? A study of factors influencing students’ decisions on early leaving. Active Learning in Higher Education, 8(1), 63–77.
Gong, Y. F., Gao, X. A., & Lyu, B. (2020). Teaching Chinese as a second or foreign language to non-Chinese learners in mainland China (2014–2018). Language Teaching, 53(1), 44–62.
Greenhow, C., & Lewin, C. (2016). Social media and education: Reconceptualizing the boundaries of formal and informal learning. Learning, Media and Technology, 41(1), 6–30.
Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior, 71, 469–478.
Hanus, M. D., & Fox, J. (2015, 2015/01/01/). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019.
Hao, M. (2018). 高級漢語水準留學生漢字認讀影響因素研究 [Predictors of Chinese character reading: Evidence from proficient L2 learners]. 語言教學與研究 [Language Teaching and Linguistic Studies], 5, 1–12.
Harter, S. (1978). Effectance motivation reconsidered. Toward a developmental Model. Human Development, 21(1), 34–64.
Harter, S. (1981). A model of mastery motivation in children: Individual differences and developmental change. Minnesota symposium on child psychology.
Huang, B., Hew, K. F., & Lo, C. K. (2019, 2019/11/17). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments, 27(8), 1106–1126. https://doi.org/10.1080/10494820.2018.1495653.
Hurd, S. (2005). Autonomy and the distance language learner. In B. Holmberg, M. Shelley, & C. White (Eds.), Distance education and languages: evolution and change. New perspectives on language and education (pp. 1–19). Multilingual Matters, Clevedon, UK.
Knowles, M. S. (1975). Self-directed learning: A guide for learners and teachers. Association Press.
Kukulska-Hulme, A., & Shield, L. (2008). An overview of mobile assisted language learning: From content delivery to supported collaboration and interaction. ReCALL, 20(3), 271–289.
Lam, Y. W., Hew, K. F., & Chiu, K. F. (2018). Improving argumentative writing: Effects of a blended learning approach and gamification. Language Learning & Technology, 22(1), 97–118.
Lee, C., Yeung, A. S., & Ip, T. (2017, 2017/07/01/). University english language learners’ readiness to use computer technology for self-directed learning. System, 67, 99–110. https://doi.org/10.1016/j.system.2017.05.001.
Locke, E. A., & Latham, G. P. (2002). Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. American Psychologist, 57(9), 705.
Loewen, S., Crowther, D., Isbell, D. R., Kim, K. M., Maloney, J., Miller, Z. F., & Rawal, H. (2019). Mobile-assisted language learning: A Duolingo case study. ReCALL: The Journal of EUROCALL, 31(3), 293–311.
Nunnally, J. C. (1994). Psychometric theory 3E. Tata McGraw-hill education.
Pacheco, E., Palma, J., Salinas, D., & Arana, I. (2020). Gamification and self-directed learning. In ECGBL 2020 14th European Conference on Game-Based Learning.
Poole, F. J., & Clarke-Midura, J. (2020). A systematic review of digital games in second language learning studies. International Journal of Game-Based Learning (IJGBL), 10(3), 1–15.
Rachels, J. R., & Rockinson-Szapkiw, A. J. (2018). The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy. Computer Assisted Language Learning, 31(1–2), 72–89. https://doi.org/10.1080/09588221.2017.1382536
Redjeki, I. S., & Muhajir, R. (2021). Gamification in EFL classroom to support teaching and learning in 21st century. JEES (journal of English Educators Society), 6(1), 68–78.
Robinson, R. (1992). Andragogy applied to the open college learner. Research in Distance Education, 4(1), 10–13.
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380.
Skinner, B. F. (1989). The origins of cognitive thought. American Psychologist, 44(1), 13.
Trifonova, A., Knapp, J., Ronchetti, M., & Gamper, J. (2004). Mobile ELDIT: Challenges in the transition from an e-Learning to an m-learning system. http://eprints.biblio.unitn.it/532/1/paper4911.pdf
Viberg, O., & Grönlund, Å. (2012). Mobile assisted language learning: A literature review. In 11th World Conference on Mobile and Contextual Learning.
Zhu, M., & Bonk, C. J. (2019). Designing MOOCs to facilitate participant self-monitoring for self-directed learning. Online Learning, 23(4), 106–134.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
About this chapter
Cite this chapter
Li, L., O’Rourke, B. (2022). Chinese Second Language Learners’ Perceptions of Gamification in an Informal Learning Environment: Duolingo as a Case Study. In: Tso, A.W.B., Chan, A.Ck., Chan, W.W.L., Sidorko, P.E., Ma, W.W.K. (eds) Digital Communication and Learning. Educational Communications and Technology Yearbook. Springer, Singapore. https://doi.org/10.1007/978-981-16-8329-9_10
Download citation
DOI: https://doi.org/10.1007/978-981-16-8329-9_10
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-16-8328-2
Online ISBN: 978-981-16-8329-9
eBook Packages: EducationEducation (R0)