Enhancing the Achievement of Learning Outcomes for Foreign Language Learners Based on Gamification and Card Games

Gamification and card games have gained increased popularity across diverse educational domains, particularly in the field of foreign language learning (FLL). They offer potent tools that can transform the learning process into an engaging, interactive, and enjoyable experience. Currently, numerous...

Full description

Saved in:
Bibliographic Details
Main Authors: Yasmeen Alomair, Salah Hammami
Format: Article
Language:English
Published: Wiley 2024-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2024/8084687
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1832542963066994688
author Yasmeen Alomair
Salah Hammami
author_facet Yasmeen Alomair
Salah Hammami
author_sort Yasmeen Alomair
collection DOAJ
description Gamification and card games have gained increased popularity across diverse educational domains, particularly in the field of foreign language learning (FLL). They offer potent tools that can transform the learning process into an engaging, interactive, and enjoyable experience. Currently, numerous instances of gamified or card game–based language learning methods have demonstrated their significant impact on sustaining learners’ engagement and advancing their proficiency levels. However, it is noteworthy that these approaches often prioritize the motivational aspect while neglecting the imperative need to enhance student learning outcomes (SLOs). The latter holds pivotal importance not only in determining the success of academic courses but also in evaluating the effectiveness of e-content. To address this gap, the primary objective of this work is to enhance the achievement of SLOs within the context of foreign language courses. A novel framework is proposed for learning foreign languages, harnessing the potential of gamification and card games. This framework, developed through the integration of contemporary technologies used in e-learning systems and foreign language applications, encompasses agent technology and the microlearning strategy. A case study was conducted to evaluate the effectiveness of the proposed framework. The results revealed a statistically significant improvement in SLOs. This study contributes significantly to the advancement of both gamification and game-based learning, presenting a promising pedagogical paradigm for language teaching and learning.
format Article
id doaj-art-789b70243a824c7391179adfdf4c0d63
institution Kabale University
issn 1687-7055
language English
publishDate 2024-01-01
publisher Wiley
record_format Article
series International Journal of Computer Games Technology
spelling doaj-art-789b70243a824c7391179adfdf4c0d632025-02-03T12:05:07ZengWileyInternational Journal of Computer Games Technology1687-70552024-01-01202410.1155/2024/8084687Enhancing the Achievement of Learning Outcomes for Foreign Language Learners Based on Gamification and Card GamesYasmeen Alomair0Salah Hammami1College of Computer and Information SciencesCollege of Computer and Information SciencesGamification and card games have gained increased popularity across diverse educational domains, particularly in the field of foreign language learning (FLL). They offer potent tools that can transform the learning process into an engaging, interactive, and enjoyable experience. Currently, numerous instances of gamified or card game–based language learning methods have demonstrated their significant impact on sustaining learners’ engagement and advancing their proficiency levels. However, it is noteworthy that these approaches often prioritize the motivational aspect while neglecting the imperative need to enhance student learning outcomes (SLOs). The latter holds pivotal importance not only in determining the success of academic courses but also in evaluating the effectiveness of e-content. To address this gap, the primary objective of this work is to enhance the achievement of SLOs within the context of foreign language courses. A novel framework is proposed for learning foreign languages, harnessing the potential of gamification and card games. This framework, developed through the integration of contemporary technologies used in e-learning systems and foreign language applications, encompasses agent technology and the microlearning strategy. A case study was conducted to evaluate the effectiveness of the proposed framework. The results revealed a statistically significant improvement in SLOs. This study contributes significantly to the advancement of both gamification and game-based learning, presenting a promising pedagogical paradigm for language teaching and learning.http://dx.doi.org/10.1155/2024/8084687
spellingShingle Yasmeen Alomair
Salah Hammami
Enhancing the Achievement of Learning Outcomes for Foreign Language Learners Based on Gamification and Card Games
International Journal of Computer Games Technology
title Enhancing the Achievement of Learning Outcomes for Foreign Language Learners Based on Gamification and Card Games
title_full Enhancing the Achievement of Learning Outcomes for Foreign Language Learners Based on Gamification and Card Games
title_fullStr Enhancing the Achievement of Learning Outcomes for Foreign Language Learners Based on Gamification and Card Games
title_full_unstemmed Enhancing the Achievement of Learning Outcomes for Foreign Language Learners Based on Gamification and Card Games
title_short Enhancing the Achievement of Learning Outcomes for Foreign Language Learners Based on Gamification and Card Games
title_sort enhancing the achievement of learning outcomes for foreign language learners based on gamification and card games
url http://dx.doi.org/10.1155/2024/8084687
work_keys_str_mv AT yasmeenalomair enhancingtheachievementoflearningoutcomesforforeignlanguagelearnersbasedongamificationandcardgames
AT salahhammami enhancingtheachievementoflearningoutcomesforforeignlanguagelearnersbasedongamificationandcardgames