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What is Gamification Dynamics

New Technological Applications for Foreign and Second Language Learning and Teaching
Aspects of the gamified system that have to be considered but never directly enter into the gamification.
Published in Chapter:
Gamification for Technology-Enhanced Language Teaching and Learning
Joan-Tomàs Pujolà (Universitat de Barcelona, Spain) and Christine Appel (Universitat Oberta de Catalunya, Spain)
DOI: 10.4018/978-1-7998-2591-3.ch005
Abstract
This chapter explores gamification as an innovative pedagogical strategy in language learning with the use of technology. The authors examine the construct of gamification, arguing for the need of a clear definition as many authors use various terms interchangeably. The dynamics, mechanics, and components to conform a gamified learning experience are presented. The chapter describes current research and teaching experiences on gamification and technology-enhanced teaching and learning. Two approaches are identified: the use or design of gamified apps and gamified learning experiences designed entirely by teachers and implemented with the help of different technologies. Some tools and platforms for gamification are discussed and recommendations on how to implement a successful gamified teaching intervention are provided. Two approaches to researching gamification are also proposed.
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