Research Article

Gamification in Language Education: Reinforcement-Assessment Development Theory

377 reads
Psych Educ Multidisc J, 2023, 12 (1), 50-61, DOI: https://doi.org/10.5281/zenodo.8233887, ISSN 2822-4353
Verified on SciChain · token #1767 of SciMatic Articles (ERC-1155, 1,000,000 tokens)
Contract 0x0E596B4b…F05eF8 · mint transaction · verify the record

Abstract

Gamified elements utilized inside the classroom pave the way to a more conducive learning environment, especially in teaching language subjects. This study developed a theory in language education capturing the process of reinforcing learning, assessing classroom outcomes, and developing concepts elicited through the interplay of gamification in instruction. Anchored from the Deductive Axiomatic Approach and gamification theory, this study used a mixed method design. Using descriptive statistics, descriptive qualitative analysis by Colaizzi, and document analysis, it uncovered the relationship of variables and factors affecting the impact of gamified elements employed in classroom discussion. A validated researcher-made questionnaire was administered and Virtual interviews and focus group discussions were conducted in order to gravitate information about gamification in language education. Axioms and propositions were generated. There are 5 axioms construed, namely; (1) Gamification sparks the content in language education to an interesting one; (2) Language education supported with gamified elements increases the attention span of the learners; (3) Gamification hastens the ability of the learners to finish answering the questions; (4) Gamification provides an efficient way of checking the answers in a positive way; (5) Gamification increases retention and promotes knowledge construction in language education. From these axioms, 10 propositions were formulated, namely; Gamification (1) should critically provoke the learners to think, (2) should consistently make the game-design elements attractive and friendly, (3) should capture the interest of the learners, (4) should be novel, (5) should have an easy way to accomplish an academic task, (6) should provide a unique reward system, (7) should reiterate progression than regression, (8) should have a real-time feedbacking of answers, (9) should have a lasting effect, and (10) should promote in generating new knowledge. With these axioms and propositions, the reinforcement-assessment-development theory of gamification in language education was generated.

Keywords assessment gamification theory development Language Education Axioms Propositions Deductive Axiomatic Approach
Author 1

The team behind this paper

1 author, 1 institution.

This paper Cebu Technological University — Philippines Cebu Technological Univ… 1 author Elisa Tapales — corresponding author ET Elisa Tapales ✉

Readership

255 reads over 32 months.

March 2024 October 2026

On SciChain

This article is token #1767 of SciMatic Articles (ERC-1155): 1,000,000 tokens, minted once, never more. The chain also stores a fingerprint (SHA-256) of the article's record, so anyone can check that it has not been altered.

HolderWalletTokens
SciMatic 0xc35709…277732 100,000 (10%)
Elisa Tapales 0xE699dE…cD5376 900,000 (90%)
Content hash 0x0eac9022daf593e09bd225bad6349d10e7b02d978926bfca4c30b53cf431359b

Bibliographic Information

Elisa Tapales (2023). Gamification in Language Education: Reinforcement-Assessment Development Theory, Psychology and Education: A Multidisciplinary Journal, 12(1): 50-61
Bibtex Citation
@article{elisa_tapales2023pemj,
author = {Elisa Tapales},
title = {Gamification in Language Education: Reinforcement-Assessment Development Theory},
journal = {Psychology and Education: A Multidisciplinary Journal},
year = {2023},
volume = {12},
number = {1},
pages = {50-61},
doi = {10.5281/zenodo.8233887},
url = {https://scimatic.org/index.php/show_manuscript/1767}
}
APA Citation
Tapales, E., (2023). Gamification in Language Education: Reinforcement-Assessment Development Theory. Psychology and Education: A Multidisciplinary Journal, 12(1), 50-61. https://doi.org/10.5281/zenodo.8233887

Author Information

  • To change your profile photo, login to scimatic.org, go to your profile and change the photo.
  • Provide a face photo, and not full body.
  • It is better to remove the background from your photo. Go to Remove Background and then upload to profile
  • If you are unable to login, go to Reset My Password provide your email registered with the article and get new password.
  • In case of any other problem, contact your editor directly or write to us at info @ scimatic.org