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Citations since 2017
10 Research Items
Researching gamification of foreign language learning and teaching from the design process to the implementation and use in the classroom.
Ce chapitre se propose donc de traiter de la mise en place d’une recherche sur le jeu en classe de langue à travers l’exemple d’un projet de recherche orientée par la conception (RoC), en anglais design-based research (DBR). À travers cet exemple, ce chapitre traite des questions méthodologiques d’une recherche longitudinale en classe de langue....
What's in a name? Analysing different perspectives on escape rooms as learning spaces.
The idea of escape room is becoming widely used as didactic tools that can facilitate cooperation, communication, critical and active learning. The focus in this study is how one digital escape room can promote collaborative problem solving (ColPS).
In this study we are aiming at addressing this theoretical gap by looking at the experience of students within a digital ERfL and investigating the theme of student engagement.
In our globalised society, proficiency in foreign languages is a crucial skill, highlighted by the European Union as one of the 8 key competencies for lifelong learning. However, engaging students in learning foreign languages at school can be challenging as Nordic reports tend to show (e.g. Speitz & Lindemann, 2002). Through a 4 years project on t...
Developing new gamified educational resources or educational games takes time, and it is natural to want to ensure the success of their integration in the classroom. For this reason, it is important to look at the role of the teacher before and during the implementation. However, research on gamification and game-based learning has been focused on...
Learner autonomy is a central theme in foreign language learning (FLL) research and is encouraged by the Common European Framework of Reference for Languages. In Norway, the national curriculum for foreign languages also emphasises the importance of taking charge of one’s own learning. Games and gamification are perceived as ways to foster and deve...
This article-based thesis investigates the potentials and challenges of gamification as a way to engage students in foreign language learning (FLL). Gamification is understood as the creation of a playful frame in the classroom context. The possibility of playfulness is introduced in learning activities through the presence of gamified structures a...
There is increased interest in the use of gamification as an innovative practice in the field of training and education. Based on the use of game mechanics, gamification aims at engaging students in their learning. However, there is not much research on the use of gamification in school settings, especially when it comes to foreign language learnin...