3. Games in Language Learning
• Game types have diversified
– Real-time strategy, MMORPG, social games, FPS
• Focus on games in L2 learning
– (Reinhardt)
– Games in the classroom
– Games as leisure activities
– Games to complement learning
5. Why Gamification?
• When looking for motivational affordances to
increase participation and engagement of
learners
–Game elements - gamification
• Connect gamification and motivation
7. Gamification and Motivation
• Taxonomy:
–Linking specific game elements to these
components of motivation
• Why?
–Address criticism
• gamification slaps elements all over the place
–Work the motivational needs into the
design
8. Gamification and Motivation
Taxonomy
Takes 16 elements found in games
Looks at their target behaviours
Links these to Competence, Autonomy,
Relatedness
Shows why this is important
Shows when it occurs in gamified system
11. Gamification in Duolingo
• 11 out of the 16 elements present
– Highly gamified
• Only boss fights, collections, combat, quests,
teams not present
12. Gamification in Duolingo
COMPETENCE
• Duolingo home
page: skills tree
(achievements)
• High emphasis on
mastery of skills
• 9/11 elements fulfil
competence needs
13. Gamification in Duolingo
AUTONOMY
• Duolingo lingot store
• 4/11 Autonomy-
related
• Choice re: avatars,
discussion forums,
gifting & virtual goods
(lingots)
15. Gamification in Duolingo
From Taxonomy:
• 14/16 Competence
–9 in Duolingo
• 6/16 Autonomy
–4 in Duolingo
• 12/16 Relatedness
–9 in Duolingo
16. Gamification in Duolingo
• 100 million users (as of June 2015)
• Language learning always looking for ways to
motivate learners:
gamification is key to Duolingo success
• Accessible, free, fun
• Community of learners helping each other
17. References
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18. References
Reinhardt, J., (no date) Developing a Research Agenda for Digital Game-Based L2 Learning [online],
available: slat.arizona.edu/sites/slat/files/page/gamesresearchagenda.pptx
Reeves, B., & Read, J. L. (2009) Total Engagement: Using Games and Virtual Worlds to Change the
Way People Work and Businesses Compete. MA: Boston,: Harvard Business School Publishing.
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available: slat.arizona.edu/sites/slat/files/page/gamesresearchagenda.pptx
[accessed August 18, 2015]
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http://hideandseek.net/2010/10/06/cant-play-wont-play/ [accessed April 7, 2014]
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Gameful and Playful Experiences.
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation,
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of the ACM 2012 conference on Computer Supported Cooperative Work (pp. 1067-1070). ACM.
von Ahn, L., (2014) Duolingo turns two today! [online], available:
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