Gamifying French Language Learning: a case study examining a quest-based, augmented reality mobile learning-tool
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.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.reviewstatus | Reviewed | en_US |
dc.description.scholarlevel | Faculty | 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.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.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 |
Files
Original bundle
1 - 1 of 1
Loading...
- Name:
- Perry_Bernadette_ProcediaSocBehaveScia_2015.pdf
- Size:
- 557.36 KB
- Format:
- Adobe Portable Document Format
- Description:
License bundle
1 - 1 of 1
No Thumbnail Available
- Name:
- license.txt
- Size:
- 1.71 KB
- Format:
- Item-specific license agreed upon to submission
- Description: