Serious Games and Gamification in Foreign Language Learning: Trends and Challenges (2015-2024) Analyzed Through Text Analysis Techniques

Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into non-game contexts to enhance user experience and increase engagement. The growing popularity of gamification can be attributed to its recognized potential to motivate individuals, encourage behavioral change, and foster both friendly competition and collaboration across diverse domains. In education, the widespread availability of digital technologies has facilitated the incorporation of gamified teaching practices, thus promoting a more dynamic and engaging learning environment. This study investigates the specific challenges and affordances associated with the use of serious games and gamification in foreign language learning. A systematic review was conducted using text analysis techniques and tools, covering research published between 2015 and 2024. The analysis of 569 studies reveals key trends in the topics and languages explored within this body of research. Text analysis tools were used to identify trends related to linguistic communicative activities, as well as motivation and feedback. The findings provide practitioners and educational leaders with valuable insights into current trends and offer practical guidance for the future implementation of serious games and gamification in foreign language learning contexts.

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Publication Details

Journal
European Journal of Education
Published
2024-12-31
DOI
https://doi.org/10.26417/gqsf6258
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Serious Games and Gamification in Foreign Language Learning: Trends and Challenges (2015-2024) Analyzed Through Text Analysis Techniques

Pinelopi Krystalli, Panayiotis Arvanitis
1 citations
European Journal of Education
Educational Games and Gamification
0.79
article

Serious Games and Gamification in Foreign Language Learning: Trends and Challenges (2015-2024) Analyzed Through Text Analysis Techniques

Pinelopi Krystalli, Panayiotis Arvanitis
article en
1 citations

Abstract

Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into non-game contexts to enhance user experience and increase engagement. The growing popularity of gamification can be attributed to its recognized potential to motivate individuals, encourage behavioral change, and foster both friendly competition and collaboration across diverse domains. In education, the widespread availability of digital technologies has facilitated the incorporation of gamified teaching practices, thus promoting a more dynamic and engaging learning environment. This study investigates the specific challenges and affordances associated with the use of serious games and gamification in foreign language learning. A systematic review was conducted using text analysis techniques and tools, covering research published between 2015 and 2024. The analysis of 569 studies reveals key trends in the topics and languages explored within this body of research. Text analysis tools were used to identify trends related to linguistic communicative activities, as well as motivation and feedback. The findings provide practitioners and educational leaders with valuable insights into current trends and offer practical guidance for the future implementation of serious games and gamification in foreign language learning contexts.

European Journal of EducationVol. 7(2)
Aristotle University of Thessaloniki (GR)
Quality Education
Openalex Percentile: Top 21%
Educational Games and Gamification
0.79
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