Applying gamification incentives in the Revita language-learning system

Jue Hou, Ilmari Pieti Kylliäinen, Anisia Katinskaia, Giacomo Furlan, Roman Yangarber

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Abstract

We explore the importance of gamification features in a language-learning platform designed for intermediate-to-advanced learners. Our main thesis is: learning toward advanced levels requires a massive investment of time. If the learner engages in more practice sessions, and if the practice sessions are longer, we can expect the results to be better. This principle appears to be tautologically self-evident. Yet, keeping the learner engaged in general—and building gamification features in particular—requires substantial efforts on the part of developers. Our goal is to keep the learner engaged in long practice sessions over many months—rather than for the short-term. In academic research on language learning, resources are typically scarce, and gamification usually is not considered an essential priority for allocating resources. We argue in favor of giving serious consideration to gamification in the language-learning setting—as a means of enabling in-depth research. In this paper, we
introduce several gamification incentives in the Revita language-learning platform. We discuss the problems in obtaining quantitative measures of the effectiveness of gamification features.
Original languageEnglish
Title of host publicationProceedings of the 9th Games and Natural Language Processing Workshop
EditorsChris Madge
Number of pages10
Place of PublicationParis
PublisherEuropean Language Resources Association (ELRA)
Publication date2022
Pages7-16
ISBN (Print)979-10-95546-80-1
Publication statusPublished - 2022
MoE publication typeA4 Article in conference proceedings
EventInternational Conference on Language Resources and Evaluation - Marseille, France
Duration: 20 Jun 202225 Jun 2022
Conference number: 13
https://lr-coordination.eu/node/406

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