Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/12944
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dc.contributor.advisorPapadima-Sophocleous, Salomi-
dc.contributor.authorPardoel, Bart-
dc.date.accessioned2018-11-30T11:58:03Z-
dc.date.available2018-11-30T11:58:03Z-
dc.date.issued2018-05-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/12944-
dc.description.abstractOne of the main challenges in Dutch education are students who may not be much interested in language learning. Gamification may have the potential to let today’s students enjoy learning. This dissertation has three main aims. The first aim is to examine how Gamification affects secondary school learners’ experience in the FL/L2 classroom. The second aim is to find out which playing patterns appear in a gamified online course. Finally, third aim is to better understand how the Moodle app supports a gamified language programme. These aims contribute to a better understanding of the affordances of Gamification in FL/L2 education, specifically in the context of a secondary school. An Exploratory Research (ER) was conducted to examine the learners’ experience in gamified language learning. A technology-assisted gamified language course for German as a Foreign Language, called MISSION BERLIN, was developed, implemented and evaluated. Data collection methods include semi-structured focus group interviews with all students, an online survey and Moodle logs. Results indicate that there are certain game elements that are more useful in a mobile Moodle environment than others, and that structure and duration of the course and visual design of the Moodle platform influence the students’ learning experience. The dissertation concludes with suggested improvements and final considerations for the implementation of a gamified course for FL/L2 learning.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.publisherLanguage Center, Cyprus University of Technologyen_US
dc.rightsΑπαγορεύεται η δημοσίευση ή αναπαραγωγή, ηλεκτρονική ή άλλη χωρίς τη γραπτή συγκατάθεση του δημιουργού και κάτοχου των πνευματικών δικαιωμάτων.en_US
dc.subjectForeign Language Learningen_US
dc.subjectGamificationen_US
dc.subjectMoodleen_US
dc.subjectMALLen_US
dc.titleGamification and its potential for foreign language learning - lessons from a six-week gamified moodle course for german as a foreign language at secondary school levelen_US
dc.typeMSc Thesisen_US
dc.affiliationCyprus University of Technologyen_US
dc.description.membersCo-Supervisor Dr Androulla Athanasiou, Member of the Committee: Dr Antigoni Parmaxien_US
dc.description.noteCopyrights Copyright © Bart Pardoel, 2018 All rights reserved. The approval of the thesis by the Department of Multimedia and Graphic Arts Language Centre does not imply necessarily approval by the Department of the views of the writer.en_US
dc.relation.deptLanguage Centreen_US
dc.description.statusCompleteden_US
cut.common.academicyear2017-2018en_US
dc.relation.facultyFaculty of Fine and Applied Artsen_US
item.fulltextWith Fulltext-
item.languageiso639-1en-
item.openairecristypehttp://purl.org/coar/resource_type/c_bdcc-
item.grantfulltextopen-
item.openairetypemasterThesis-
item.cerifentitytypePublications-
crisitem.author.deptLanguage Centre-
crisitem.author.facultyLanguage Centre-
crisitem.author.orcid0000-0003-4444-4482-
crisitem.author.parentorgCyprus University of Technology-
Appears in Collections:Μεταπτυχιακές Εργασίες/ Master's thesis
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