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Gamifying French Language Learning: a case study examining a quest-based, augmented reality mobile learning-tool

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dc.contributor.author Perry, Bernadette
dc.date.accessioned 2018-05-30T17:52:30Z
dc.date.available 2018-05-30T17:52:30Z
dc.date.copyright 2015 en_US
dc.date.issued 2015
dc.identifier.citation Perry, B. (2015). Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool. Procedia – Social and Behavioral Sciences, 174, 2308-2315. https://doi.org/10.1016/j.sbspro.2015.01.892 en_US
dc.identifier.uri http://dx.doi.org/10.1016/j.sbspro.2015.01.892
dc.identifier.uri http://hdl.handle.net/1828/9409
dc.description.abstract Across the globe, over 3 billion hours a week are devoted to gaming, and with the ubiquitous presence of mobile technologies, gaming is now also mobile. A well-developed video game will keep a player enthralled for hours on end. What if educators could engage learners the way video games engage players? In fact, many educators are turning to gamification to do just that. Gamification uses game-based mechanics, and game thinking to engage people, motivate action, and promote learning. The principal goal of this research is to assess the potential of a new mobile learning tool Explorez. Explorez was created for first-year University French students in order to bridge the gap between gaming and education through quest-based learning and augmented reality. Using GPS, Explorez transforms the University of Victoria, B.C. campus into a virtual francophone world, where students interact with characters, items, and media as they improve their French language skills and discover their campus. This paper explores potential benefits and limitations to this prototype learning-tool, via a case study. en_US
dc.description.sponsorship The author would like to thank the Social Sciences and Humanities Research Council (SSHRC) Government of Canada for funding this research. The participation of students at the University of Victoria in the Department of French is gratefully acknowledged. en_US
dc.language.iso en en_US
dc.publisher Procedia – Social and Behavioral Sciences en_US
dc.subject Second language acquisition en_US
dc.subject gamification en_US
dc.subject augmented reality en_US
dc.subject mobile games en_US
dc.subject quest-based learning en_US
dc.title Gamifying French Language Learning: a case study examining a quest-based, augmented reality mobile learning-tool en_US
dc.type Article en_US
dc.description.scholarlevel Faculty en_US
dc.description.reviewstatus Reviewed en_US


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