Research Problem: The Impact of Gamification on Language Learning Motivation in Adults
Choose something you have
questioned, a new method/program/strategy to test its effectiveness, or some phenomenon you have observed.
For this discussion, you will:
• Identify a research problem for a possible study that you might conduct.
• Describe why it is important or relative to you.
• Explain how you would proceed to conduct a study of the problem.
Sample Solution
Why it's Important: I am interested in language learning and have observed a decline in motivation among adult learners struggling with traditional methods. Gamification, incorporating game mechanics into non-game contexts, has shown promise in boosting engagement in various fields. I am curious to explore its potential to enhance motivation and language acquisition in adults.
Research Question: Does the use of gamification elements in a language learning app increase adult learners' motivation and vocabulary acquisition compared to a traditional language learning app?
Study Design:
- Participants: Recruit a group of adult learners (age 18+) with no prior experience with the target language. Divide them randomly into two groups:
- Control Group:Use a traditional language learning app with a focus on grammar and vocabulary drills.
- Treatment Group:Use a language learning app with gamification elements like points, badges, leaderboards, and interactive challenges.
- Procedure:
- Pre-Test:** Assess both groups' baseline vocabulary knowledge and motivation levels using standardized language tests and self-reported motivation surveys.
- Intervention:Both groups will use their assigned app for a set period (e.g., 8 weeks) for a consistent daily duration (e.g., 30 minutes).
- Post-Test:Re-assess both groups' vocabulary knowledge and motivation levels using the same tests and surveys.
- Data Analysis:
- Compare the vocabulary knowledge gains between the control and treatment groups using statistical tests.
- Analyze the self-reported motivation surveys to identify differences in motivation levels between the groups following the intervention.
- Higher vocabulary gain:The gamification elements will enhance engagement and memory retention, leading to a greater improvement in vocabulary knowledge compared to the control group.
- Increased motivation:The points, badges, and challenges in the gamified app will foster a sense of accomplishment and healthy competition, leading to higher levels of motivation compared to the control group.
- The effectiveness of different gamification elements on motivation and learning.
- Personalization of gamification features to cater to individual learning styles.
- The long-term impact of gamified language learning on fluency and overall language proficiency.