Abstract
Gamification is a recently coined concept referring to design that affords gamefulness into a non-game activity. This approach is, in some ways, old, if we consider various attempts to introduce gameplay into work, from Soviet competition to the “fun at work” movement in US management during the90’s. There is also novelty. Digital technology enables radically larger scales for gameplay, and introduces new tools and new publics. There is also, arguably, a generation shift, to the extent that current students, trainers, employees etc. use digital games as a mainstream mode of expression. This thesis examines the role of this method in language learning process.
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