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FEATURE ARTICLE
Journal of Adolescent & Adult Literacy 58(1) September 2014 doi:10.1002/jaal.315 © 2014 International Reading Association (pp. 49–58)
Gamified Vocabulary
ONLINE RESOURCES AND ENRICHED
LANGUAGE LEARNING
Sandra Schamroth Abrams & Sara Walsh
This article examines how gamified practices in online settings can
support adolescents’ acquisition and application of vocabulary.
G
amification is “the process of using game
thinking and game mechanics to engage au-
diences and solve problems” (Zichermann,
2012, para 1), and it includes “game-like” elements,
such as rewards, points, and top score leaderboards in
non-game activities and environments (Kapp, 2012).
Gamification is rooted in problem solving (Zichermann
& Cunningham, 2011), and it is not to be confused with
edutainment, or “any electronic games that use enter-
tainment in the service of education… [and] tend to fo-
cus on simple game structures, which provide a limited
learning experience for younger children because
edutainment feeds the player information, rather than
encouraging curiosity and exploration” (Nielsen, Smith,
& Tosca, 2008, p. 212).
In this article, we
focus on the gamified
features of web-based
software—rewards,
adaptive feedback, and
problem solving—in
relation to students’ in-
dependent and collab-
orative development of
vocabulary. More spe-
cifically, we draw upon
our separate experiences teaching vocabulary using
online, adaptive resources as assistive tools, and we
present data from two different settings: an after-
school program and an in-school classroom. In so
doing, we highlight features of online gamified educa-
tional spaces that can be continuously updated, cus-
tomized by the user, and responsive to individual
learning trajectories. Such technology is adaptive,
providing feedback tailored to each student’s needs
and, thus, supports differentiated approaches that help
students learn vocabulary both in a contextualized
and rote fashion.
This current discussion stems from our interac-
tions with eleventh grade students and young adults
in the New York City metropolitan area. Our inquiry
emerged from the overarching question: What role
does gamification have in adolescents’ vocabulary de-
velopment and their attitudes toward learning vocab-
ulary? In order to answer this question, we needed to
examine the features of online vocabulary sites, as
well as students’ behavior and feelings related to their
experiences with vocabulary learning. Similar to
Gómez and Kuronen (2011), who conducted a cross-
national study by comparing their separate, respective
ethnographic and case studies of local practices, we
juxtaposed and compared our individual qualitative
discoveries of vocabulary learning, engaging in
Sandra Schamroth Abrams is an
assistant professor at St. John’s
University, Queens, New York, USA;
email abramss@stjohns.edu.
Sara Walsh is an English Teacher
at EF International Academy,
Tarrytown, New York, USA; email
Sara.Walsh@ef.com.
Authors (left to right)