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    Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019

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    [EN] This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and professionals in education as it appears to be an increasingly popular method to motivate learners. Nevertheless, it is still a nascent field in terms of empirical evidence available to firmly support its educational benefits. This paper intends to shed some more light on this topic through a comprehensive review of literature published in the most prominent journals. The present study is framed within the field of Second Language Acquisition (SLA) in higher education and Computer-Assisted Language Learning, and focuses on the effects of gamified learning environments on student’s motivation and learning. A Meta-analysis method was used to explore relevant empirical research published between 2011 and 2019. After reviewing a corpus of 68  papers drawn from the leading databases Scopus and Web Of Science, and from which only 15 could be included in the study, we can point out two main findings: (i) there is still very limited literature in the field of SLA and, (ii) results seem to be predominantly positive in terms of motivation and engagement but only a few studies confirm clear interconnections with learning outcomes. The results suggest a lack of solid correlations between Gamification, motivation and cognitive processes. Azzouz Boudadi, N.; Gutiérrez-Colón, M. (2020). Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019. The EuroCALL Review. 28(1):40-56. https://doi.org/10.4995/eurocall.2020.12974OJS4056281Bandura, A. (2012). Social cognitive theory. In P. A. Van Lange A. W. 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In CHI 2011 Gamification Workshop Proceedings, Vancouver, 2011 (pp. 1215.). https://doi.org/978-1-4503-0268-5/11/0Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi.org/10.1186/s41239-017-0042-5Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology and Society, 18(3), 75- 88. https://doi.org/10.1109/EDUCON.2014.6826129Domínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers and Education. https://doi.org/10.1016/j.compedu.2012.12.020Dörnyei, Z., & Ryan, S. (2015). The psychology of the language learner revisited. Routledge. New York. https://doi.org/10.4324/9781315779553Figueroa Flores, J. F. (2015). Using gamification to enhance second language learning. Digital Education Review, 27, 32-54. Retrieved from http://revistes.ub.edu/index.php/der/article/view/11912/pdfGafni, R., Biran Achituv, D., & Rahmani, G. (2017). Learning Foreign Languages Using Mobile Applications. Journal of Information Technology Education: Research, 16, 301- 317. https://doi.org/10.28945/3855Gardner, R. C., & Lambert, W. E. (1972). Attitudes and Motivation in Second Language Learning. Rowley, MA: Newbury House Publishers.Godwin-Jones, R. (2015). Emerging technologies the evolving roles of language teachers: trained coders, local researchers, global citizens. Language, Learning and Technology, 19(1), 10-22.Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. 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The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. San Francisco, USA: Pfeiffer & Company. https://doi.org/10.1145/2207270.2211316Kétyi, A. (2016, September 1). From Mobile Language Learning to Gamification: an Overlook of Research Results with Business Management Students over a Five-Year Period. Innovating in the Didactic Second Language Scenario Innovating in the Didactic Second Language Scenario: New Mobile, Open and Social Model, Edition: Monográfico I., 45-59. Retrieved from https://urlzs.com/iZXtMLi, L. (2016). Benefits of CALL in lexico-grammatical acquisition. The Routledge Handbook of English Language Teaching (p. 463). London and New York: Routledge.Liu, Y., Holden, D., & Zheng, D. (2016). Analyzing students' Language Learning Experience in an Augmented Reality Mobile Game: An Exploration of an Emergent Learning Environment. 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M., Caballero, J. A., & Ruiz-Rube, I. (2016). Assessing Foreign Language Learning Through Mobile Game-Based Learning Environments. International Journal of Human Capital and Information Technology Professionals (IJHCITP), 7(2), 53-67. https://doi.org/10.4018/IJHCITP.2016040104Perry, B. (2015). Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool. Procedia - Social and Behavioral Sciences, 174, 2308- 2315. https://doi.org/10.1016/j.sbspro.2015.01.892Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50, 258-283. https://doi.org/10.1080/00461520.2015.1122533Purgina, M., Mozgovoy, M., & Blake, J. (2019). WordBricks: Mobile Technology and Visual Grammar Formalism for Gamification of Natural Language Grammar Acquisition. Journal of Educational Computing Research. https://doi.org/10.1177/0735633119833010Rickinson, M., & May, H. (2009). A Comparative Study of Methodological Approaches to Reviewing Literature. UK : Higher Education AcademySeverengiz, M., Roeder, I., Schindler, K., & Seliger, G. (2018). Influence of Gaming Elements on Summative Assessment in Engineering Education for Sustainable Manufacturing. In Procedia Manufacturing (pp. 429-437). https://doi.org/10.1016/j.promfg.2018.02.141Sheldon, L. (2012). The Multiplayer Classroom: Designing Coursework as a Game. Boston, MA: Cengage Learning.Skinner, B. F. (1958). Teaching machines. Science. https://doi.org/10.1126/science.128.3330.969Werbach, K., & Hunter, D. (2012a). For the win: How game thinking can revolutionize your business. Wharton Digital Press.Werbach, K., & Hunter, D. (2012b). The Gamification Toolkit Game Elements. In For the Win: How Game Thinking Can Revolutionize Your Business. https://doi.org/10.1017/CBO9781107415324.004Zichermann, G. (2011). Intrinsic and extrinsic motivation in Gamification. Retrieved from https://www.gamification.co/2011/10/27/intrinsic-and-extrinsic-motivation-in-gamification

    Innovative Asia: Advancing the Knowledge-Based Economy - Highlights of the Forthcoming ADB Study Report

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    [Excerpt] The development of knowledge-based economies (KBEs) is both an imperative and an opportunity for developing Asia. It is an imperative to sustain high rates of growth in the future and an opportunity whereby emerging economies can draw from beneficial trending developments that may allow them to move faster to advance in global value chains and in position in world markets. Over the last quarter of a century, driven mostly by cheap labor, developing countries in Asia have seen unprecedented growth rates and contributions to the global economy. Sustaining Asia’s growth trajectory, however, requires developing economies to seek different approaches to economic growth and progress, especially if they aspire to move from the middle-income to the high-income level. KBE is an important platform that can enable them to sustain growth and even accelerate it. It is time for Asia to consolidate and accelerate its pace of growth. Asia is positioned in a unique moment in history with many advantages that can serve as a boost: to name a couple, an expanding middle of the pyramid—Asia is likely to hold 50% of the global middle class and 40% of the global consumer market by 2020; and the growing importance of intra-regional trade within Asia, increasing from 54% in 2001 to 58% in 2011. Many developing economies are well placed to assimilate frontier technologies into their manufacturing environment

    London Creative and Digital Fusion

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    date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000The London Creative and Digital Fusion programme of interactive, tailored and in-depth support was designed to support the UK capital’s creative and digital companies to collaborate, innovate and grow. London is a globally recognised hub for technology, design and creative genius. While many cities around the world can claim to be hubs for technology entrepreneurship, London’s distinctive potential lies in the successful fusion of world-leading technology with world-leading design and creativity. As innovation thrives at the edge, where better to innovate than across the boundaries of these two clusters and cultures? This booklet tells the story of Fusion’s innovation journey, its partners and its unique business support. Most importantly of all it tells stories of companies that, having worked with London Fusion, have innovated and grown. We hope that it will inspire others to follow and build on our beginnings.European Regional Development Fund 2007-13

    Opportunities and challenges in using AI Chatbots in Higher Education

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    Artificial intelligence (AI) conversational chatbots have gained popularity over time, and have been widely used in the fields of e-commerce, online banking, and digital healthcare and well-being, among others. The technology has the potential to provide personalised service to a range of consumers. However, the use of chatbots within educational settings is still limited. In this paper, we present three chatbot prototypes, the Warwick Manufacturing Group, University of Warwick, are currently developing, and discuss the potential opportunities and technical challenges we face when considering AI chatbots to support our daily activities within the department. Three AI virtual agents are under development: 1) to support the delivery of a taught Master's course simulation game; 2) to support the training and use of a newly introduced educational application; 3) to improve the processing of helpdesk requests within a university department. We hope this paper is informative to those interested in using chatbots in the educational domain. We also aim to improve awareness among those within the chatbot development industry, in particular the chatbot engine providers, about the educational and operational needs within educational institutes, which may differ from those in other domains

    Uber Effort: The Production of Worker Consent in Online Ride Sharing Platforms

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    The rise of the online gig economy alters ways of working. Mediated by algorithmically programmed mobile apps, platforms such as Uber and Lyft allow workers to work by driving and completing rides at any time or in any place that the drivers choose. This hybrid form of labor in an online gig economy which combines independent contract work with computer-mediated work differs from traditional manufacturing jobs in both its production activity and production relations. Through nine interviews with Lyft/Uber drivers, I found that workers’ consent, which was first articulated by Michael Burawoy in the context of the manufacturing economy, is still present in the work of the online gig economy in post-industrial capitalism. Workers willingly engage in the on-demand work not only to earn money but also to play a learning game motivated by the ambiguity of the management system, in which process they earn a sense of self-satisfaction and an illusion of autonomous control. This research points to the important role of technology in shaping contemporary labor process and suggests the potential mechanism which produces workers’ consent in technology-driven workplaces

    Training Competences in Industrial Risk Prevention with Lego® Serious Play®: A Case Study

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    This paper proposes the use of the Lego® Serious Play® (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017–2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of “gamification” dynamics with Lego® Serious Play®. In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams.Spanish Ministry of Science, Innovation and Universities / European Social Fund: Ramón y Cajal contract (RYC-2017-22222

    Training Competences in Industrial Risk Prevention with Lego (R) Serious Play (R): A Case Study

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    This paper proposes the use of the Lego (R) Serious Play (R) (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017-2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of "gamification" dynamics with Lego (R) Serious Play (R). In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams

    The technological mediation of mathematics and its learning

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    This paper examines the extent to which mathematical knowledge, and its related pedagogy, is inextricably linked to the tools – physical, virtual, cultural – in which it is expressed. Our goal is to focus on a few exemplars of computational tools, and to describe with some illustrative examples, how mathematical meanings are shaped by their use. We begin with an appraisal of the role of digital technologies, and our rationale for focusing on them. We present four categories of digital tool-use that distinguish their differing potential to shape mathematical cognition. The four categories are: i. dynamic and graphical tools, ii. tools that outsource processing power, iii. new representational infrastructures, and iv. the implications of highbandwidth connectivity on the nature of mathematics activity. In conclusion, we draw out the implications of this analysis for mathematical epistemology and the mathematical meanings students develop. We also underline the central importance of design, both of the tools themselves and the activities in which they are embedded
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