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Gamification

and CALL
Submitted to : Ma'am Sadaf
Submitted by: Maryam Afzal,
Maryam Khan
Subject: COMUTATIONAL
LINGUISTICS AND CALL
Roll NUMBER: 4022,4007
• Gamification has become a popular trend in
recent years and has been implemented in a
various fields ,including education.
• CALL refers to the use of technology to
INTRODUCTION assist in language learning.
• Combining gamification and CALL
can lead to an engaging and effective
learning experience for language learning.
What is Gamification?
• Gamification is the use of game elements
and game design principles in non-game
contexts .
• It involves taking something that is not a
game and turning it into one or
adding game-like elements to it.
• Gamification aims to motivate and
engage users to achieve a certain goal,
usually through rewards and feedback.
• CALL can benefit from
gamification by incorporating
game elements and principles
into language learning software
and applications. This can lead to
CALL and a more engaging and effective
Gamification learning experience for language
learners.
• There are various game elements
that can be incorporated into
language learning, such as:
Game i. Points and badges
ii. Leader boards
Elements in
iii. Avatars and characters
Language
iv. Quests and challenges
Learning v. Rewards
• The use of gamification in language learning
has several benefits , such as :
i. Increased motivation: learners are motivated
to complete tasks and earn rewards.
Benefits of ii. Active engagement: learners are actively
engaged in the learning process , which can
Gamification lead to better retention of information.
in Language iii. Personalization: learners can customize their
learning experience and choose tasks that suit
Learning their interests and abilities
iv. Social interaction: learners can interact with
others in the community ,which can lead to
increased collaboration and communication
skills.
• Here some disadvantages of gamification and
CALL:
i. Overemphasis on rewards: gamification can lead
to an overemphasis on rewards, where learners
DISADVANTAGES may only focus on earning points or badges
rather than actual learning.
OF
ii. Technical difficulties: CALL can be subject to
GAMIFICATION technical difficulties, such as software glitches
AND CALL or slow internet connection, which can disrupt
the learning process.
iii. Cost : implementing gamification can be
expensive, requiring investment in technology
and software, this may not be feasible for all
educational institutions or learners.
• There are several applications are
introduced which are examples of
gamification and CALL such as:
i. Duolingo : a language learning that uses
game elements, such as point, badges
etc.
ii. Class craft: a gamified classroom
Examples management tool that allows teachers to
create quests and challenges for their
students.
iii. Kahoot!: a game based learning
platform that allows teachers to creates
quizzes , games for students

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