Skip to main content

Mobile-Assisted Language Learning: How Gamification Improves the Learning Experience

  • Living reference work entry
  • Latest version View entry history
  • First Online:
Handbook of Mobile Teaching and Learning
  • 126 Accesses

Abstract

The learning process can be improved through the incorporation of evolving information and communication technologies. But it is not enough to use cutting-edge technology in teaching. The focus must be in promoting the development of skills that traditional teaching cannot adequately address. In this way, mobile devices, particularly smartphones and tablets, present exciting opportunities. These devices, largely used by students, allow access to information in a ubiquitous way – anytime, anywhere. This ubiquity, aligned with other mobile learning features – such as high memory capacity, built-in video cameras, voice recording capabilities, and geolocation capabilities, among others – addresses several foreign language learning needs, in the modality known as mobile-assisted language learning. Recently, games have been studied in a systematic way, where game elements are extracted and applied in different situations. In educational context, game strategies – known as gamification – are often used to enrich the student experience, fueling motivation and promoting meaningful learning. To achieve the best results, it is important for the teacher, or other learning experience designer, to be knowledgeable of gamification elements and their application when creating mobile-assisted language learning activities. This paper highlights the main elements of gamification that can be exploited for teaching languages, and it examines three experiences of language teaching through mobile learning. It also analyzes how these experiences exploit gamification strategies to promote student engagement in the learning process. Understanding how gamification strategies improve student learning in these experiences is important in the advancement of pedagogical and technological research of mobile-assisted language learning.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

References

  • Brophy, Keith. 2015. Gamification and Mobile teaching/learning. Characteristics of mobile teaching and learning. In Handbook of mobile teaching and learning, ed. Y. Zhang. Berlin Heidelberg: Springer.

    Google Scholar 

  • Domínguez, Adrián, Joseba Saenz-de-Navarrete, Luis de-Marcos, Luis Fernández-Sanz, Carmen Pagés, and José-Javier Martinez-Herráiz. 2013. Gamifying learning experiences: Practical implications and outcomes. Computers & Education 63: 380–392.

    Article  Google Scholar 

  • Figueiredo, F. 2006. A aprendizagem colaborativa de línguas. Goiânia: UFG.

    Google Scholar 

  • Historic Games. 2014. History of games timeline. http://www.historicgames.com/gamestimeline.html. Accessed 15 Dec 2014.

  • Hunicke, R. 2009. Wildflowers: The UX of game/play. UX Week. http://vimeo.com/6984481.

  • Johnson, L., S. Adams Becker, V. Estrada, and A. Freeman. 2014. NMC horizon report: 2014 higher education edition. In The new media consortium. Austin.

    Google Scholar 

  • Kapp, Karl M. 2012. The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.

    Google Scholar 

  • Kukulska-Hulme, Agnes, and Lesley Shield. 2008. An overview of mobile assisted language learning: From content delivery to supported collaboration and interaction. ReCALL European Association for Computer Assisted Language Learning 20 (3): 271–289.

    Google Scholar 

  • Mccombs, S. W. 2010. Mobile learning: An analysis of student preferences and perceptions surrounding podcasting. United States – Texas, University of Houston. Ed.D.

    Google Scholar 

  • Moura, Adelina Maria Carreiro. 2010. Apropriação do Telemóvel como Ferramenta de Mediação em Mobile Learning: Estudos de Caso em Contexto Educativo. RepositóriUM. http://hdl.handle.net/1822/13183. Accessed 10 Oct 2014.

  • Peng, H., et al. 2009. Ubiquitous knowledge construction: mobile learning re-defined and a conceptual framework. Innovations in Education and Teaching International 46(2): 171–183.

    Article  Google Scholar 

  • Petit, Thomas, Santos, Gilberto Lacerda. 2013. A aprendizagem não formal da língua estrangeira usando o smartphone: por quê voltamos a metodologias do século XIX? Simpósio Hipertexto e Tecnologias na Educação. http://nehte.com.br/simposio/anais/simposio2013.html Accessed 21 Nov 2014.

  • Procter-Legg, Emma, Annamaria Cacchione, Sobah Abbas Petersen, and Marcus Winter. 2014. Mobile language learners as social networkers: A study of Mobile language learners’ use of LingoBee. Digital Systems for Open Access to Formal and Informal Learning 1: 121–137. https://doi.org/10.1007/978-3-319-02264-2.

    Article  Google Scholar 

  • Robison, David. 2012. Learning on location with AMI: The potentials and danges of mobile gaming for language learning. In Left to my own devices: Learner autonomy and mobile-assisted language learning, ed. Javier E. Díaz-Vera. Bingley: Emerald.

    Google Scholar 

  • Roschelle, J. 2003. Keynote paper: Unlocking the learning value of wireless mobile devices. Journal of Computer Assisted Learning 19 (3): 260–272.

    Article  Google Scholar 

  • Salen, K., and E. Zimmerman. 2004. Rules of play: Games design fundamentals. Cambridge: MIT Press.

    Google Scholar 

  • Sharples, M. Ed. 2006. Big issues in mobile learning (Report of a workshop by the Kaleidoscope Network of Excellence Mobile Learning Initiative, pp. 14–19). Nottingham, UK: Learning Sciences Research Institute.

    Google Scholar 

  • Simola. 2012. About SIMOLA. http://itrg.brighton.ac.uk/simola.org/. Accessed 11 Dec 2014.

  • Sultana, R., M. Feisst, and A. Christ. 2012. Collaborative language learning game as a device independent application. Towards Learning and Instruction in Web 3.0: Advances in Cognitive and Educational Psychology 1: 73–88. https://doi.org/10.1007/978-1-4614-1539-8.

    Article  Google Scholar 

  • Telles, J. 2009. Teletandem: Um contexto virtual, autônomo e colaborativo para aprendizagem de línguas estrangeiras no século XXI. Campinas: Pontes Editores.

    Google Scholar 

  • Traxler, J. 2005. Defining mobile learning. Paper presented at the IADIS International Conference Mobile Learning 2005, Qawra, Malta.

    Google Scholar 

  • Trifonova, A.; Ronchetti, M. 2003. A general architecture for mobile learning. Technical Report. https://www.researchgate.net/publication/2929880_A_General_Architecture_For_Mlearning.

  • Werbach, Kevin. 2014. (Re)defining gamification: A process approach. PERSUASIVE 1: 266–272. https://doi.org/10.1007/978-3-319-07127-5.

    Article  Google Scholar 

  • Werbach, Kevin, and Dan Hunter. 2012. For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press. 148p.

    Google Scholar 

  • Zhang, Yu. 2014. Characteristics of mobile teaching and learning. In Handbook of Mobile teaching and learning, ed. Y. Zhang. Berlin Heidelberg: Springer.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Izabel Rego de Andrade .

Editor information

Editors and Affiliations

Section Editor information

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer-Verlag GmbH Germany, part of Springer Nature

About this entry

Check for updates. Verify currency and authenticity via CrossMark

Cite this entry

Rego de Andrade, I. (2019). Mobile-Assisted Language Learning: How Gamification Improves the Learning Experience. In: Zhang, Y., Cristol, D. (eds) Handbook of Mobile Teaching and Learning. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-41981-2_76-2

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-41981-2_76-2

  • Received:

  • Accepted:

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-41981-2

  • Online ISBN: 978-3-642-41981-2

  • eBook Packages: Springer Reference Social SciencesReference Module Humanities and Social SciencesReference Module Business, Economics and Social Sciences

Publish with us

Policies and ethics

Chapter history

  1. Latest

    Mobile-Assisted Language Learning: How Gamification Improves the Learning Experience
    Published:
    15 October 2018

    DOI: https://doi.org/10.1007/978-3-642-41981-2_76-2

  2. Original

    Mobile Language Learning: How Gamification Improves the Experience
    Published:
    21 April 2015

    DOI: https://doi.org/10.1007/978-3-642-41981-2_76-1