Please use this identifier to cite or link to this item:
http://hdl.handle.net/10609/150758
Title: | Gamification for Technology-Enhanced Language Teaching and Learning |
Author: | Pujolà Font, Joan-Tomàs ![]() Appel, Christine ![]() |
Citation: | Pujolà, J.T. [Joan Tomàs] & Appel, C. [Christine] (2020). Gamification for Technology-Enhanced Language Teaching and Learning. In Mark Peterson & Marius Kruk (ed.). New Technological Applications for Foreign and Second Language Learning and Teaching (p. 93-111). Hershey: IGI Global |
Abstract: | This chapter explores gamification as an innovative pedagogical strategy in language learning with the use of technology. The authors examine the construct of gamification, arguing for the need of a clear definition as many authors use various terms interchangeably. The dynamics, mechanics, and components to conform a gamified learning experience are presented. The chapter describes current research and teaching experiences on gamification and technology-enhanced teaching and learning. Two approaches are identified: the use or design of gamified apps and gamified learning experiences designed entirely by teachers and implemented with the help of different technologies. Some tools and platforms for gamification are discussed and recommendations on how to implement a successful gamified teaching intervention are provided. Two approaches to researching gamification are also proposed. |
DOI: | https://doi.org/10.4018/978-1-7998-2591-3.ch005 |
Document type: | info:eu-repo/semantics/bookPart |
Version: | info:eu-repo/semantics/acceptedVersion |
Issue Date: | 2-Mar-2020 |
Publication license: | http://creativecommons.org/licenses/by/4.0/es/ ![]() |
Appears in Collections: | Capítols o parts de llibres |
Files in This Item:
File | Description | Size | Format | |
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Pujola_IGIGlobal_Gamification.pdf | 439,47 kB | Adobe PDF | ![]() View/Open |
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