WorldCALL 2018 – CALLing all the CALLers Worldwide
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CALLing all the CALLers Worldwide
Concepción, 13-16 November 2018
Moodle app gamification features and their potential for
foreign language learning
Bart Pardoel
Cyprus University of
Technology
Limassol, Cyprus
Salomi Papadima-
Sophocleous
Cyprus University of
Technology
Limassol, Cyprus
Androulla Athanasiou
Cyprus University of
Technology
Limassol, Cyprus
Abstract
This paper aims at exploring the educational potential of gamification in teaching German as a Foreign Language (GFL)
by developing, implementing and evaluating a gamified, technology-assisted language course. An exploratory research
was conducted to examine the affordances of the Moodle App to support a gamified language programme. Students
(n=39) from a Dutch pre-vocational secondary school enrolled in the six-week gamified German A1 course called
MISSION BERLIN, using the open-source learning platform Moodle and its app. Data collection methods include
semi-structured focus group interviews, and interaction logs from the Moodle environment. Results indicate that the
Moodle app is not suitable for a full gamified language programme, however, it can support a gamified language course.
Keywords: foreign language learning, gamification, Moodle, MALL
© 2019 WorldCALL All rights reserved.
1. Introduction
Gamification draws on the self-determination theory (Ryan & Deci, 2000) and Csikszentmihályi’s theory
of flow (1975) and is defined is the “process of making activities in non-game context more game-like by
using game design elements” (Sailer, Hense, Mayr, & Mandl, 2017, p. 372). This process needs to be
fuelled by a well-balanced mix of concrete elements (e.g. badges, leaderboard) and abstract elements (e.g.
challenge, cooperation). Although both types deal with learners’ motivation and engagement, gamified
learning occurs only when at least some abstract game elements are used, and for that concrete game
elements are needed first (Pardoel, 2018, p. 12).
One non-game context with high expectations regarding gamification, is the field of education. The main
promise is that it gives the educator a number of powerful tools to improve learners’ motivation and enhance
students’ engagement. Although the playful design of games has a lot to offer to education, only a handful
of studies on Gamification in education were placed in a secondary school setting (eg. Caponetto, Earp, &
Ott, 2014; de Sousa Borges, Durelli, Reis, & Isotani, 2014; Dicheva, Dichev, Agre, & Angelova, 2015).
Similarly, not many studies dealt with gamification in the Foreign Language (FL) or Second Language (L2)
classroom in this setting.