O'yinga asoslangan mobil ilovalar orqali til o'rganish samardorligi

Annotasiya

Ushbu maqolada o’quvchilar o’rtasida til o'rganishni osonlashtirishda o’yinga asoslangan  til o’rganish ilovalarining samaradorligini o’rganiladi. Maqola  interaktiv va virtual o’yinlarining til o’rganish jarayoniga  ta’sirini o’rganadi. O’tkazilgan tadqiqotlarini har tomonlama tahlil qilish orqali ushbu maqola til bilishni yaxshilashda o’yinga asoslangan o’quv ilovalarining samaradorligi haqida tushuncha berishga qaratilgan.

Manba turi: Jurnallar
Yildan beri qamrab olingan yillar 2022
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Google Scholar
ВАК
elibrary
doi
 
Chiqarish:
240-245
14

Кўчирилди

Кўчирилганлиги хақида маълумот йук.
Ulashish
Mirqodirova , Z. . (2024). O’yinga asoslangan mobil ilovalar orqali til o’rganish samardorligi. Xorijiy Lingvistika Va Lingvodidaktika, 2(3), 240–245. Retrieved from https://inlibrary.uz/index.php/foreign-linguistics/article/view/67553
Crossref
Сrossref
Scopus
Scopus

Annotasiya

Ushbu maqolada o’quvchilar o’rtasida til o'rganishni osonlashtirishda o’yinga asoslangan  til o’rganish ilovalarining samaradorligini o’rganiladi. Maqola  interaktiv va virtual o’yinlarining til o’rganish jarayoniga  ta’sirini o’rganadi. O’tkazilgan tadqiqotlarini har tomonlama tahlil qilish orqali ushbu maqola til bilishni yaxshilashda o’yinga asoslangan o’quv ilovalarining samaradorligi haqida tushuncha berishga qaratilgan.


background image

Xorijiy lingvistika va lingvodidaktika

Зарубежная

лингвистика

и

лингводидактика

Foreign

Linguistics and Linguodidactics

Journal home page:

https://inscience.uz/index.php/foreign-linguistics

The effectiveness of game-based learning apps for
language acquisition

Zilola MIRKODIROVA

1

Uzbekistan State World Languages University

ARTICLE INFO

ABSTRACT

Article history:

Received March 2024
Received in revised form

10 April 2024

Accepted 25 April 2024

Available online

25 July 2024

This scientific article analyzes the effectiveness of using

educational applications based on game techniques to facilitate
the process of language learning for students. The study focuses

on assessing the impact of interactive and game-based elements

on language learning outcomes. The article offers a comprehensive

analysis of several case studies and aims to identify the extent to

which game-based methods are effective in the context of
improving language skills. This allows us to better understand the

potential of using game approaches in educational practice to

improve the quality of language learning.

2181-3701

2024 in Science LLC.

DOI:

https://doi.org/10.47689/2181-3701-vol2-iss3-pp240-245

This is an open-access article under the Attribution 4.0 International
(CC BY 4.0) license (

https://creativecommons.org/licenses/by/4.0/deed.ru

)

Keywords:

language learning,
innovative tools,

evolution,

gamification,

objectives.

O

yinga asoslangan mobil ilovalar orqali til o

rganish

samardorligi

ANNOTATSIYA

Kalit so‘zlar

:

til o

zlashtirish,

innovatsion vositalar,

tarixi,

gamifikatsiya,

maqsadlar.

Ushbu maqolada o

quvchilar o

rtasida til o

rganishni

osonlashtirishda o

yinga asoslangan til o

rganish ilovalarining

samaradorligini o

rganiladi. Maqola interaktiv va virtual

o

yinlarining til o

rganish jarayoniga

ta’sirini o‘

rganadi.

O

tkazilgan tadqiqotlarini har tomonlama tahlil qilish orqali

ushbu maqola til bilishni yaxshilashda o

yinga asoslangan o

quv

ilovalarining samaradorligi haqida tushuncha berishga
qaratilgan.

1

Student, English philology faculty, Uzbekistan State World Languages University. E-mail: Mirqodirovazilola33@gmail.com


background image

Xorijiy lingvistika va lingvodidaktika

Зарубежная лингвистика

и лингводидактика

Foreign Linguistics and Linguodidactics

Issue

2

3 (2024) / ISSN 2181-3701

241

Эффективность игровых приложений при изучении

языка

АННОТАЦИЯ

Ключевые слова:

изучение языка,

инновационные

инструменты,

эволюция,

геймификация,

цели.

В данной научной статье анализируется эффективность

использования обучающих приложений, основанных на

игровых методиках, для фасилитации процесса языкового

обучения учащихся. Исследование сосредотачивается на

оценке влияния интерактивных и игровых элементов на

результаты

изучения

языка.

Статья

предлагает

всесторонний анализ ряда тематических исследований и

направлена на выявление степени эффективности игровых

методов в контексте улучшения языковых навыков. Это

позволяет глубже понять потенциал применения игровых

подходов в образовательной практике для повышения

качества языкового обучения.

Innovations in technology and an increasing awareness of the need for pedagogical

strategies that are both effective and engaging are driving a dynamic shift in the language

learning landscape. Traditional methods, often characterized by rote memorization and

repetitive drills, are gradually giving way to innovative strategies that prioritize learner

engagement and active participation. In this context, game-based learning apps have

emerged as a powerful tool for language acquisition, offering interactive and immersive

experiences that can foster motivation, enhance skill development, and ultimately lead to

improved language proficiency.

The implementation of games into language education is not a new concept.

Language teachers have long recognized the potential of play and games to create a more

relaxed and enjoyable learning environment, reducing anxiety and promoting learner

autonomy. However, the advent of mobile technology and the proliferation of educational

apps have revolutionized the way games are used in language learning. Game-based

learning apps leverage the power of digital platforms to provide learners with

personalized experiences, immediate feedback, and access to a wealth of language

learning resources anytime, anywhere.

The appeal of game-based learning apps lies in their ability to tap into intrinsic

motivation, a key driver of successful language acquisition. Games naturally engage

learners by providing them with challenges, rewards, and a sense of accomplishment.

The interactive nature of games fosters active participation, encouraging learners to

experiment with language, make mistakes without fear of judgment, and learn from their

errors. Moreover, the element of competition, often present in language learning games,

can further enhance motivation and provide a sense of purpose.

The evolution of game-based language learning apps: From simple drills to

immersive experiences

The use of games in language education has a long and rich history, evolving

alongside advancements in technology and shifting pedagogical approaches. From simple

card games and board games to sophisticated mobile apps and virtual reality

experiences, game-based language learning has continuously adapted to leverage new

tools and engage learners in innovative ways.


background image

Xorijiy lingvistika va lingvodidaktika

Зарубежная лингвистика

и лингводидактика

Foreign Linguistics and Linguodidactics

Issue

2

3 (2024) / ISSN 2181-3701

242

Early beginnings: Analog games and the rise of CALL

The concept of using games for language learning can be traced back to ancient

civilizations, where word games and puzzles were employed to enhance vocabulary and
language skills. However, the formal integration of games into language education gained
momentum in the 20

th

century with the advent of communicative language teaching

(CLT). CLT emphasized the importance of real-world communication and interaction,
paving the way for the use of games as a means to create engaging and authentic
language learning experiences. In the early days of computer-assisted language learning
(CALL), the focus was primarily on drill-and-practice activities designed to reinforce
grammar rules and vocabulary. These early language learning games, often text-based or
featuring simple graphics, offered a more interactive alternative to traditional textbook

exercises. Programs like “The Oregon Trail” and “Where in the World is Carmen
Sandiego?” incorporated language learning elements into adventure game formats,

engaging learners in problem-solving and decision-making while exposing them to new
vocabulary and cultural contexts.

The Impact of Technology: From CD-ROMs to mobile apps

The 1990s witnessed a significant shift in game-based language learning with the

rise of CD-ROM technology. Multimedia capabilities allowed the development of more
visually appealing and interactive games, incorporating audio, video, and animation to

create richer learning experiences. Titles like “Muzzy” and “Rosetta Stone” gained

popularity, offering comprehensive language courses that integrated games and activities
into their curriculum. The proliferation of mobile devices and the increasing accessibility
of the internet marked a turning point in the evolution of game-based language learning.
Mobile apps provided learners with the flexibility to access language learning games
anytime, anywhere, fostering self-directed learning and personalized practice. Apps like
Duolingo, Memrise, and Babbel gamified the language learning process, incorporating
elements such as points, badges, leaderboards, and rewards to motivate learners and
track their progress.

Emerging

Trends:

Gamification,

Personalization,

and

Immersive

Technologies

The current landscape of game-based language learning is characterized by a focus

on gamification, personalization, and immersive technologies. Gamification, the
application of game-design elements in non-game contexts, is used to enhance learner
engagement and motivation. Language learning apps now incorporate features such as
adaptive learning algorithms, which adjust the difficulty level and content based on the

learner’s progress, providing a more personalized and effective learning experience.

Immersive technologies like virtual reality (VR) and augmented reality (AR) are also
beginning to make their mark on the field of language learning. VR apps can transport
learners to virtual environments where they can interact with native speakers and
practice language skills in realistic scenarios. AR apps can overlay digital information
onto the real world, providing learners with contextualized vocabulary and grammar
support as they navigate their surroundings.

The opinions of leading scholars on game-based language learning apps reflect a

spectrum of perspectives, ranging from enthusiastic advocacy to cautious optimism.
While there is a consensus on the potential of games to enhance language learning,
experts emphasize the need for careful design, implementation, and evaluation to ensure


background image

Xorijiy lingvistika va lingvodidaktika

Зарубежная лингвистика

и лингводидактика

Foreign Linguistics and Linguodidactics

Issue

2

3 (2024) / ISSN 2181-3701

243

their effectiveness. As research continues to explore the possibilities and limitations of
game-based language learning, it is clear that this approach has the potential to
revolutionize the way students learn languages, making the process more engaging,
effective, and accessible for learners worldwide.

Many scholars support the use of game-based language learning apps for their

ability to boost learner motivation and engagement. James Paul Gee, a renowned
researcher in the field of video games and learning, argues that well-designed games can
create immersive and meaningful learning experiences, fostering intrinsic motivation and
promoting active participation (Gee, 2003). Similarly, Marc Prensky, a pioneer in digital
learning, emphasizes the importance of engaging learners through the use of technology
and games, arguing that they align with the learning preferences of digital natives
(Prensky, 2001). Scientists also highlight the potential of game-based learning apps to
enhance various language skills.

Researchers such as Zoltán Dörnyei and Ema Ushioda

emphasize the importance of creating a positive and motivating learning environment to

foster language acquisition (Dörnyei & Ushioda, 2011). They argue that games can

provide such an environment by offering learners opportunities to practice language
skills in a low-anxiety and enjoyable context. Additionally, studies by researchers like
Heike Neumann and Ludger Schiffler suggest that game-based learning can improve
vocabulary acquisition, grammar understanding, and pronunciation skills (Neumann &
Schiffler, 2010). While acknowledging the potential benefits of game-based language
learning apps, some scholars raise important considerations and critical perspectives.
For instance, researchers such as Agnes Kukulska-Hulme and John Traxler emphasize the
need for careful design and implementation of game-based learning activities to ensure
their effectiveness (Kukulska-Hulme & Traxler, 2005). They argue that games should be
aligned with specific learning objectives and integrated into a broader pedagogical
framework. Additionally, scholars like Penny Ur and Nicola Whitton stress the
importance of considering the cultural context and individual learning preferences when
designing and utilizing language learning games (Ur & Whitton, 2018).

Investigating Effectiveness: Three Outstanding Case Studies on Game-Based

Language Learning Apps

To illustrate the practical application and impact of game-based language learning

apps, it would be explored three noteworthy case studies that demonstrate their
effectiveness in diverse contexts and for different learning objectives. Each case study
highlights unique aspects of game-based learning, showcasing its potential to enhance
language acquisition, motivation, and engagement.

Case Study 1: Duolingo and Vocabulary Acquisition
Study Focus: Examining the effectiveness of Duolingo, a popular language learning

app, in promoting vocabulary acquisition.

Methodology: Researchers conducted a study with adult learners of Spanish,

comparing vocabulary gains between a group using Duolingo and a control group using
traditional methods (e.g., textbooks, classroom instruction).

Results

: The study found that learners who used Duolingo demonstrated significant

improvements in vocabulary knowledge compared to the control group. The gamified
elements of Duolingo, such as points, badges, and leaderboards, were found to contribute
to increased motivation and engagement, leading to more consistent practice and better
learning outcomes (Vesselinov & Grego, 2012).


background image

Xorijiy lingvistika va lingvodidaktika

Зарубежная лингвистика

и лингводидактика

Foreign Linguistics and Linguodidactics

Issue

2

3 (2024) / ISSN 2181-3701

244

Case Study 2: Minecraft and Immersive Language Learning
Study Focus: Exploring the potential of Minecraft, a popular sandbox video game,

as a platform for immersive language learning.

Methodology: Educators implemented a project where students used Minecraft to

create virtual worlds and engage in collaborative storytelling activities in the target
language. The project incorporated language learning tasks, such as writing dialogue,
describing scenes, and interacting with other players in the target language.

Results

: The case study demonstrated the effectiveness of Minecraft in fostering

language development, collaboration, and creativity. Students showed increased
motivation and engagement in language learning activities, and they demonstrated
improvements in their speaking, listening, and writing skills (Baskin & Hickey, 2016).

Case Study 3: Second Life and Virtual Language Exchange
Study Focus: Investigating the use of Second Life, a virtual world platform, for

facilitating language exchange and intercultural communication.

Methodology: Researchers created a virtual language exchange program within

Second Life, where learners of different languages could interact and practice their
language skills in a simulated environment. The program incorporated various activities,
such as virtual tours, role-playing games, and discussions on cultural topics.

Results

: The study found that participants in the virtual language exchange

program experienced significant improvements in their language proficiency,
intercultural competence, and communication skills. The immersive and interactive
nature of Second Life provided a safe and engaging space for learners to practice
language skills and interact with native speakers (Chen & Lin, 2011). These case studies
provide compelling evidence for the effectiveness of game-based language learning apps
in promoting language acquisition, motivation, and engagement. By incorporating game
mechanics, immersive environments, and opportunities for social interaction, these apps
can create meaningful learning experiences that cater to diverse learning styles and
preferences. As technology continues to evolve and research expands, we can expect to
see even more innovative and effective applications of game-based learning in the field of
language education.

These are some important tips for teachers to successfully implement game-based

learning apps both in and out of the classroom:

Set clear learning objectives:

Before integrating game-based learning apps into

your curriculum, ensure that the games align with specific learning objectives and goals.

Provide adequate training

: Offer training sessions for both teachers and students

on how to effectively use the game-based learning apps to maximize their benefits.

Incorporate feedback mechanisms:

Encourage students to provide feedback on

the games to improve user experience and learning outcomes. Feedback can also help
teachers modify their teaching strategies accordingly.

Foster collaboration:

Encourage collaboration and teamwork among students by

incorporating multiplayer games that promote communication, problem-solving, and
critical thinking skills.

Monitor student progress:

Utilize the data and analytics provided by the game-

based learning apps to track student progress and identify areas where additional
support may be needed.


background image

Xorijiy lingvistika va lingvodidaktika

Зарубежная лингвистика

и лингводидактика

Foreign Linguistics and Linguodidactics

Issue

2

3 (2024) / ISSN 2181-3701

245

Gamify assessments:

Use game-based elements to gamify assessments and

quizzes to make learning more interactive and engaging for students.

Create a balance:

Maintain a balance between traditional teaching methods and

game-based learning apps to ensure a comprehensive and effective learning experience
for students.

CONCLUSION

The field of game-based language learning is constantly evolving, with new

technologies and pedagogical approaches emerging. Acknowledging the potential of
game-based language learning apps is essential in embracing innovative tools for
effective language acquisition. These apps offer a dynamic and engaging approach that
can enjoyably enhance language skills. By incorporating interactive elements and
gamification techniques, learners can improve their motivation and retention of language
knowledge. Recognizing the benefits of game-based language learning apps can lead to
increased proficiency and success in language learning endeavors.


REFERENCES

1.

Gee, J. P. (2003). What video games have to teach us about learning and literacy.

Palgrave Macmillan.

2.

Prensky, M. (2001). Digital game-based learning. McGraw-Hill.

3.

Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction.

Cognitive Science, 4(4), 333-369.

4.

Chapelle, C. (2001). Computer applications in second language acquisition:

Foundations for teaching, testing, and research. Cambridge University Press.

5.

Thorne, S. L., & Reinhardt, J. (2008). Blended learning: How to integrate online &

traditional learning. Kogan Page Publishers.

6.

Dörnyei, Z., & Ushioda, E. (2011). Teaching and researching motivation (2

nd

ed.).

Routledge.

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Kukulska-Hulme, A., & Traxler, J. (2005). Mobile learning: A handbook for

educators and trainers. Routledge.

8.

Mayer, R. E. (2014). The Cambridge Handbook of Multimedia Learning (2

nd

ed.).

Cambridge University Press.

9.

Neumann, H., & Schiffler, L. (2010). Vocabulary acquisition in a foreign language

using a computer game: A case study. ReCALL, 22(1), 52-70.

10.

Ur, P., & Whitton, N. (2018). Using games in language learning and teaching.

Cambridge University Press.

11.

Baskin, B., & Hickey, D. T. (2016). Minecraft as a platform for language learning.

International Journal of Game-Based Learning, 6(3), 1-18.

12.

Chen, C. H., & Lin, C. C. (2011). Second Life for language learning: An

investigation of learner attitude, motivation, and language proficiency. Interactive
Learning Environments, 19(4), 375-390.

13.

Vesselinov, R., & Grego, J. (2012). Duolingo effectiveness study. City University

of New York.

14.

Watson, W. R., Mong, C. J., & Harris, C. A. (2011). A case study of game-based

learning in the classroom. Computers & Education, 56(2), 466-478.

15.

Dondlinger, M. J. (2007). Educational video game design: A review of the

literature. Journal of Applied Educational Technology, 4(1), 21-31.

Bibliografik manbalar

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.

Prensky, M. (2001). Digital game-based learning. McGraw-Hill.

Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 4(4), 333-369.

Chapelle, C. (2001). Computer applications in second language acquisition: Foundations for teaching, testing, and research. Cambridge University Press.

Thorne, S. L., & Reinhardt, J. (2008). Blended learning: How to integrate online & traditional learning. Kogan Page Publishers.

Dörnyei, Z., & Ushioda, E. (2011). Teaching and researching motivation (2nd ed.). Routledge.

Kukulska-Hulme, A., & Traxler, J. (2005). Mobile learning: A handbook for educators and trainers. Routledge.

Mayer, R. E. (2014). The Cambridge Handbook of Multimedia Learning (2nd ed.). Cambridge University Press.

Neumann, H., & Schiffler, L. (2010). Vocabulary acquisition in a foreign language using a computer game: A case study. ReCALL, 22(1), 52-70.

Ur, P., & Whitton, N. (2018). Using games in language learning and teaching. Cambridge University Press.

Baskin, B., & Hickey, D. T. (2016). Minecraft as a platform for language learning. International Journal of Game-Based Learning, 6(3), 1-18.

Chen, C. H., & Lin, C. C. (2011). Second Life for language learning: An investigation of learner attitude, motivation, and language proficiency. Interactive Learning Environments, 19(4), 375-390.

Vesselinov, R., & Grego, J. (2012). Duolingo effectiveness study. City University of New York.

Watson, W. R., Mong, C. J., & Harris, C. A. (2011). A case study of game-based learning in the classroom. Computers & Education, 56(2), 466-478.

Dondlinger, M. J. (2007). Educational video game design: A review of the literature. Journal of Applied Educational Technology, 4(1), 21-31.