Gamifying Japanese Language Education: The Pedagogical Potential of Gather "Nihongo Adventure"

This study explores how gamification within virtual environments can enhance learner motivation, confidence, and perceived effectiveness in Japanese language education. Specifically, it examines the use of Gather (formerly known as Gather.Town until 2024), a spatial video platform, as the foundation for “Nihongo Adventure”–an immersive, game-based simulation designed to replicate real-world communicative tasks in Japanese. Seven undergraduate and three graduate students at intermediate-level Japanese participated in the study and completed a series of tasks involving transportation, ryokan check-in, and telephone communication. Scratch-based role-plays and interactive navigation allowed for learner autonomy and repetition. A mixed-methods approach was employed to analyze post-session survey responses. Quantitative results indicated high enjoyment of gamified elements, with especially strong engagement in immersive environmental features and transportation simulations. Participants also reported moderate to high levels of confidence in completing real-life tasks, with increased complexity correlating to lower confidence. Qualitative responses emphasized the psychological comfort of interacting in a game-based space, as well as the benefit of learning at one’s own pace. Furthermore, most learners preferred Gather-based simulations over traditional classroom role-plays, citing immersion and autonomy as key advantages. The findings support the application of gamification principles–particularly autonomy, competence, and relatedness–in digital language education. They also highlight the importance of balancing complexity and support in task design. By combining spatial interaction, emotional engagement, and contextualized language use, virtual platforms like Gather offer a promising supplement to traditional instructional methods. The study contributes to ongoing discussions on the pedagogical potential of gameful environments in language learning, especially in contexts where physical immersion is limited.

Publication Details

Journal
ScholarWorks@UMassAmherst (University of Massachusetts Amherst)
Published
2025-11-10
DOI
https://doi.org/10.7275/e0r0-3w39
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Gamifying Japanese Language Education: The Pedagogical Potential of Gather "Nihongo Adventure"

ScholarWorks@UMassAmherst (University of Massachusetts Amherst)
Educational Games and Gamification
article

Gamifying Japanese Language Education: The Pedagogical Potential of Gather "Nihongo Adventure"

article en

Abstract

This study explores how gamification within virtual environments can enhance learner motivation, confidence, and perceived effectiveness in Japanese language education. Specifically, it examines the use of Gather (formerly known as Gather.Town until 2024), a spatial video platform, as the foundation for “Nihongo Adventure”–an immersive, game-based simulation designed to replicate real-world communicative tasks in Japanese. Seven undergraduate and three graduate students at intermediate-level Japanese participated in the study and completed a series of tasks involving transportation, ryokan check-in, and telephone communication. Scratch-based role-plays and interactive navigation allowed for learner autonomy and repetition. A mixed-methods approach was employed to analyze post-session survey responses. Quantitative results indicated high enjoyment of gamified elements, with especially strong engagement in immersive environmental features and transportation simulations. Participants also reported moderate to high levels of confidence in completing real-life tasks, with increased complexity correlating to lower confidence. Qualitative responses emphasized the psychological comfort of interacting in a game-based space, as well as the benefit of learning at one’s own pace. Furthermore, most learners preferred Gather-based simulations over traditional classroom role-plays, citing immersion and autonomy as key advantages. The findings support the application of gamification principles–particularly autonomy, competence, and relatedness–in digital language education. They also highlight the importance of balancing complexity and support in task design. By combining spatial interaction, emotional engagement, and contextualized language use, virtual platforms like Gather offer a promising supplement to traditional instructional methods. The study contributes to ongoing discussions on the pedagogical potential of gameful environments in language learning, especially in contexts where physical immersion is limited.

ScholarWorks@UMassAmherst (University of Massachusetts Amherst)
Quality Education
Openalex Percentile: Top 38%
Educational Games and Gamification
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