Applying gamification incentives in the Revita language-learning system

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

Forskningsoutput: Kapitel i bok/rapport/konferenshandlingKonferensbidragVetenskapligPeer review


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.
Titel på värdpublikationProceedings of the 9th Games and Natural Language Processing Workshop
RedaktörerChris Madge
Antal sidor10
FörlagEuropean Language Resources Association (ELRA)
ISBN (tryckt)979-10-95546-80-1
StatusPublicerad - 2022
MoE-publikationstypA4 Artikel i en konferenspublikation
EvenemangInternational Conference on Language Resources and Evaluation - Marseille, Frankrike
Varaktighet: 20 juni 202225 juni 2022
Konferensnummer: 13


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