Adding gamification tools to e-learning language courses increases completion rates and the time students spend on learning. Additionally, in recent years we have used various technology-based resources to promote individual and group motivation in the education sector, but out of all of them, gamification has proved to be the most effective.
Gamification, also called ludification, is the transfer of entertaining mechanisms from games to other contexts. For e-learning, this means using game dynamics within online, blended or lab courses to encourage student participation and involvement.
According to the study “Why do people use gamification services?” carried out by Juho Hamari and Jonna Koivisto, from Finnish universities University of Tampere and Aalto University School of Business, respectively, the students use gamification dynamics for a mix of utilitarianism and hedonism; that is, they are useful to advance through learning, and they also provide personal and group feedback that can raise students’ self-esteem.
The results suggest that the relationship between utilitarian benefits and use is mediated by the attitude toward the use of gamification, while hedonic aspects have a direct positive relationship with use. Social factors are strongly associated with attitude, but show only a weak further association with the intentions to continue the use of a gamification service.
Hamari, Juho y Koivisto, Jonna. (2015) Why do people use gamification services? International Journal of Information Management, 35(4), 419-431.
These uses are directly related to the two types of motivation (intrinsic and extrinsic) that are affected by gamification. In this way, both social recognition and influence, and self-realization act as motors for gamification to achieve greater student loyalty.
Why choose Dexway language courses with gamification?
#1 Combat dropout rates
An e-learning course that integrates gamification dynamics achieves higher student commitment. Dexway language courses reward students with a series of pre-established achievements and make it easier for teachers and tutors to add new specific objectives to personalize their gamified experience.
#2 Gamified Evaluation
Gamifying Dexway courses fulfills specific objectives that students achieve as they progress through the course and this demonstrates that they really are advancing in the language.
Thanks to Dexway Analytics, Dexway solutions present a gamified assessment system, which rewards students’ skills and dedication to the course.
#3 More appealing training: greater engagement
Introducing gamification makes learning more attractive and acts as an incentive for students. Achievements in the form of extra activities, such as participating in Dexway’s online community (only for adults) or in conversation groups (chat or videoconference), give students extra points so they can advance in the global leaderboards. Students can compare their progress with the rest of the group at any time in the gamification section.
#4 Facilitates the direction of the training
By creating new achievements and challenging students to complete them, teachers and tutors can guide the course toward specific objectives. For example, achievements and extra medals from submitting all the work, finishing all the readings or participating in class allow for a blended gamification system that combines achievements both in the classroom and on the platform.
For of all these reasons, the gamification of Dexway language courses for online, blended and lab courses guarantees an increase in student engagement and, therefore, better language learning results.
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