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

dc.contributor.authorPerry, Bernadette
dc.date.accessioned2018-05-30T17:52:30Z
dc.date.available2018-05-30T17:52:30Z
dc.date.copyright2015en_US
dc.date.issued2015
dc.description.abstractAcross 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.reviewstatusRevieweden_US
dc.description.scholarlevelFacultyen_US
dc.description.sponsorshipThe 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.identifier.citationPerry, 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.2015.01.892en_US
dc.identifier.urihttp://dx.doi.org/10.1016/j.sbspro.2015.01.892
dc.identifier.urihttp://hdl.handle.net/1828/9409
dc.language.isoenen_US
dc.publisherProcedia – Social and Behavioral Sciencesen_US
dc.subjectSecond language acquisitionen_US
dc.subjectgamificationen_US
dc.subjectaugmented realityen_US
dc.subjectmobile gamesen_US
dc.subjectquest-based learningen_US
dc.titleGamifying French Language Learning: a case study examining a quest-based, augmented reality mobile learning-toolen_US
dc.typeArticleen_US

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