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.

Expected Outcomes:

I anticipate that the gamified language learning app will lead to:

  • 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.

Limitations:

This is a short-term study, and long-term language retention needs further investigation. Additionally, the effectiveness of gamification might vary depending on individual preferences and learning styles.

Future Research:

This study can be a springboard for further research. Future studies could explore:

  • 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.

By investigating the impact of gamification on adult language learning motivation, this research can contribute to the development of more engaging and effective language learning tools.

 

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