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GAMIFIED LANGUAGE LEARNING

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PDF: Author(s): Krasnova T. I.,
Number of journal: 1(66) Date: February 2024
Annotation:

This article provides a comprehensive analysis of the implementation of a game project within the module “Malware”, based on the model of gamification implementation. The main goal of the project was to increase motivation and engagement and improve learning outcomes of undergraduate students in the field of training Information Security, studying the discipline “Foreign Language in the Professional Sphere”. The study used a mixed method approach combining qualitative analysis of the gamification model’s adaptation to language learning needs and quantitative assessment of student performance and engagement. The project engaged undergraduate students majoring in Information Security in a gamified language learning environment where they acted as cybersecurity analysts, addressing real-world scenarios involving malware. The gamification model consisted of nine key steps including planning, learning objectives, game design, mechanics, implementation, communication, engagement strategies, monitoring and evaluation. The presented gamification model addressed the challenges of maintaining student interest in traditionally challenging topics by incorporating a narrative, fictional characters, and real-world professional context. The article provides practical recommendations for teachers and demonstrates effective technology integration, emphasizing the effectiveness of using a digital platform such as Classcraft. The results of the study showed that a gamified approach to language learning enhances students’ motivation, language skills, critical thinking and problem-solving skills. It has also been found that gamification differs from traditional educational approaches by affecting various cognitive, behavioral and emotional aspects of the learning process. If carefully planned and successfully implemented, it can create a dynamic and engaging immersive environment for foreign language learning.

Keywords:

gamification, motivation, learning outcomes, language learning, engagement, Classcraft platform, immersive learning environment, game mechanics, team work, model of gamification implementation, badge

For citation:

Krasnova T. I. Gamified language learning. Biznes. Obrazovanie. Pravo = Business. Education. Law. 2024;1(66):340—347. DOI: 10.25683/VOLBI.2024.66.889.