On further reflection and after doing some reading I have refined my inquiry topic and am going to focus on gamification in languages to increase student engagement.
First draft of research essay for Mindlab
Inquiry Question: To what extent does gamification in a second language classroom increase student engagement?
Wellington College is a large boys secondary school of 1800 students. Currently all students learn a language in Years 9 & 10 and can choose from Te Reo Maori, French, Spanish, Chinese (Mandarin) and Japanese. In Year 10, a student can opt to change their language option to German or to take it as a second foreign language. As a teacher of French, German and Spanish, there is a significant drop in numbers choosing to take a European language beyond Year 10. In 2018 from a cohort of 68 students taking French, only 16 will be continuing into Year 11 in 2019. This huge drop in numbers reflects a national trend, which shows an overall decline in foreign language learning in New Zealand and puts language learning in New Zealand in Y11-13 at its lowest level since the 1930’s (Ashton 2018). There are numerous reasons why students choose to drop their language. A survey of my Y10 students in 2018 showed that a limited number of options is a key factor as other ‘more attractive’ subjects are in competition with languages. This factor is beyond our control, but we (the Language Department) need to address issues of boredom, purpose and engagement, which were all cited by students as reasons for not continuing. In recent years, there has been a real emphasis within the school community on BYOD. This has lead to increased frustration with students using devices for gaming in class; to counter this there is clearly a need for more effective use of digital technologies within the classroom.
Gamification is most of defined as the applied use of game mechanics in a non-game application Figueroa (2015), deterding et al. (2011) but Finnish researchers Huatori and Hamari (2012) have a slightly different definition. For them it is “a process of providing affordances for gameful experiences which support the customers’ overall value creation”. In the first definition emphasis is on the system design and the process whereas the latter focuses more on the usage of the gamified system and its effects on the user. Game based learning, where the game is used both to enhance and to enable learning, and gamification have the potential to improve the use of BYOD and student engagement in language learning. For Huatori and Hamari (2015),it is this engagement with an activity that is at the core of their definition. It would therefore be useful to look into the extent that gamification and game based learning can have on engagement in foreign language learning. It is already widely used in business and marketing and is increasingly being used within the education context. Gamification in education is not something new, Bowman (1982) and Malone (1980) looked into how best to apply aspects of video gaming into a classroom context to increase motivation and engagement. More recently, Dominguez et al. (2013) state that gaming is currently the most powerful entertainment industry in economic terms. Simple observation of 13-15 year old Wellington College students would show the influence that gaming has on young people. Why not look at ways to harness this in the language .
Numerous researchers have already noted that the main benefit of gamification is an increase in motivation and engagement with users. Brown (1994) extols the importance of motivation as a necessary factor that learners need in foreign language acquisition. If gamification motivates as Muntean (2011) theorises, then will ‘gamifying’ the learning experience of my students have a significant impact on engagement? Some of the key motivational aspects of gamification, that most researchers agree on, are the importance of immediate feedback, the extrinsic reward system of badges, medals and levels, and healthy competition through leaderboards and scores. In language learning Ybarra and Green (2003) state that technology plays an integral part in providing learners with a valuable language experience, as well as contributing positively to the development of personality factors like self-esteem, risk-taking and motivation. Figueroa (2015) sees motivation as the key element in linking gamification of digital technologies and language learning. My own observations of students in my class who use game based tools like Kahoot and Quizlet Live, also suggest this. It is therefore safe to assume that gamification and game based learning using digital tools would have a positive impact on student engagement in language learning. However, it cannot be assumed that increased student engagement and motivation leads to improved learning outcomes. Indeed, some research suggests that there are some potential pitfalls of gamification.
Whilst Muntean (2011) clearly states that gamification is beneficial to education because it makes it fun and engaging, Dominguez et al. (2013) offers a differing view. There is little empirical research into the educational benefits of gamification and whilst motivation and engagement is clearly an advantage, their research shows that there is no evidence of any improved cognitive impact. In their study comparing a gamified experience with more traditional exercises, there was no difference in levels of performance. The research also showed that the gamified experience also had a negative impact on some students in terms of motivation, as some did not enjoy seeing performance comparisons through leaderboards. It is also suggested that the work by teachers needed to create and provide a meaningful and effective gamified experience for learners is significant, in order for it to be motivating. It is clear therefore that a balance is needed and it is important to remember that education is not a “one size fits all” system. Furthermore Dominguez et al’s. (2013) research was with a group of university students working on ICT as a topic. The educational impact on a group of 13-15 year old secondary students learning languages might be very different. I am of the opinion that the use of gamified tools like Quizlet for the mundane task of learning key vocabulary in languages does have an impact. However for my inquiry, I will continue to focus on student engagement, but a study on the cognitive impact of gamification on secondary students in language learning should also be undertaken in the future.
There are many language learning tools available online today and perhaps the biggest is Duolingo. This gamified learning experience allows you to learn a wide array of different languages. It offers personalised profiles, immediate feedback, leaderboards and rewards through medals and badges. Users can compete against other users and can challenge their friends. Users collect daily points and are notified if they have not completed their daily points challenge. Pilar Munday (2016) undertook research into the case for using Duolingo as part of the classroom experience. Notwithstanding the methodology debate in language learning, the research aims to look at the impact that Duolingo has on college students; Duolingo follows very much the grammar-translation method which is seen as old-fashioned and is in sharp contrast to the communicative approach currently in favour in NZ secondary schools. Munday’s research proved once again that students found the app easy to use, engaging and preferred to use it for homework to more traditional book based exercises. It also showed that Duolingo was more effective and appealing for A1 (beginner) students than B2 (advanced) students. There were also disadvantages, some questioned the accuracy of some of the translations, others the meaningfulness – this reflects my own experience when learning Spanish using this game. When am I likely to say “my cat speaks good English”?
Munday concludes by saying that students enjoyed the gamification aspects of Duolingo and that the algorithms behind the tool, which provide the learner with constant repetition and practice make it very effective. Munday however is also keen to point out that as a language learning tool, it only really supplements what is happening in the classroom, it does not replace it. This viewpoint is echoed by Golonka, Bowles, Frank, Richardson and Freynik (2014) who insist that technology cannot be a replacement for good teaching and that the use of technology is a learning enhancement, but pedagogical goals must always come first. Figueroa (2015) writing on using gamification to enhance second language learning concludes by stating “by combining Gamification along with some of the new technology trends and second language approaches and strategies, the second language learner becoming motivated is a strong possibility.”
From my research, there is a clear case for gamification and game based learning using digital tools as a means to increase student motivation and engagement in foreign language classes. This clearly meets the needs of the language learning community at Wellington College, who cite a lack of motivation and engagement as a reason for giving up a language. Completing further inquiry into the extent which gamification in language learning has on student engagement will allow our department to reflect on our current practice and to make appropriate changes to our courses. Whilst there may not be any particular impact on performance, improved engagement may lead to a ‘perceived improvement’ and this will only add benefit in a subject that is seen by many as difficult. For the purpose of this inquiry I will focus on the use of existing gamified experiences such as Quizlet our online course Active Learn and also on my own digital activities / games created using Learning Apps and H5P which replace more traditional book exercises. The longer term objective of this inquiry will be to see whether an increase in student engagement in our Year 9 and 10 classes through a more gamified experience will lead to an increase in students taking languages in senior classes. As the 8th curriculum area, it is important that we, language teachers, do all that we can to break this downward trend in language learning in New Zealand.
References:
Ashton K., (January 2018). Exploring teacher views of multi-level language classes in New Zealand secondary schools: Teaching and Teacher Education, Volume 69.
Bowman, R. F. (1982). A Pac-Man theory of motivation. Tactical implications for classroom instruction. Educational Technology, 22(9), 14–17.
Domínguez A., Saenz-de-Navarrete J, de-Marcos L., Fernández-Sanz L., Pagés C., Martínez-Herráiz J.J. (2013) i Gamifying learning experiences: Practical implications and outcomes, Computers & Education Volume 63, Pages 380-392
Figueroa, J. (2015). Using Gamification to Enhance Second Language Learning In: Digital Education Review, 21, 32-54. [Accessed: 14/12/2018] http://greav.ub.edu/der
Ewa M. Golonka , Anita R. Bowles , Victor M. Frank , Dorna L. Richardson & Suzanne Freynik (2014) Technologies for foreign language learning: a review of technology types and their effectiveness, Computer Assisted Language Learning, 27:1, 70-105, DOI: 10.1080/09588221.2012.700315
Huotari, K. and Hamari, J. (2012) ‘Defining gamification’, Proceeding of the 16th International Academic MindTrek Conference on – MindTrek ’12, p. 17. doi: 10.1145/2393132.239313
Malone,T. W. (1980). What makes things fun to learn? Heuristics for designing instructional computer games. In Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems – SIGSMALL ’80 (pp. 162–169). New York, New York, USA: ACM Press.
Munday, P. (2016). The case for using DUOLINGO as part of the language classroom experience. RIED. Revista Iberoamericana de Educación a Distancia, 19 (1), 83-101. doi:http://dx.doi.org/10.5944/ried.19.1.14581
Muntean C. I. (2011). Raising engagement in e-learning through gamification Proc. 6th International Conference on Virtual Learning ICVL.
Ybarra, R., & Green T. (2003). Using technology to help ESL/EFL students develop language skills. The Internet TESL Journal, 9 (3). Retrieved from http://iteslj.org/Articles/Ybarra-Technology Exploring teacher views of multi-level language classes in New Zealand