ERIC Number: EJ1262503
Record Type: Journal
Publication Date: 2019
Pages: 6
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-0888-4080
EISSN: N/A
Learning a Second Language by Playing a Game
James, Kelsey K.; Mayer, Richard E.
Applied Cognitive Psychology, v33 n4 p669-674 Jul-Aug 2019
Game-like educational apps are intended to boost learner motivation leading to better learning outcomes. To test this idea about the value of gamification, college students (n = 64) learned Italian by playing the online language learning game, Duolingo at home for seven sessions, or learned the same material through watching an online slideshow for seven sessions. Although the groups did not differ significantly on achievement posttests, the Duolingo group rated their learning experience as significantly more enjoyable (d = 0.77), more appealing (d = 1.17), and less difficult (d = 0.51), and was significantly more willing to continue with similar learning experiences (d = 1.39). Overall, these results point to the motivational and affective benefits of Duolingo as a promising alternative to more traditional methods for students who may require additional motivation not to disengage from the material.
Descriptors: Second Language Learning, Educational Games, Game Based Learning, Computer Oriented Programs, College Students, Foreign Countries, Learner Engagement, Learning Motivation, Educational Benefits
Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us
Publication Type: Journal Articles; Reports - Research
Education Level: Higher Education; Postsecondary Education
Audience: N/A
Language: English
Sponsor: Office of Naval Research (ONR)
Authoring Institution: N/A
Identifiers - Location: Italy
Grant or Contract Numbers: N00014162046