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Designing a language learning application utilizing cloze test and gamified features - Case study: Challenge Me application

Nguyen, Mai Huong (2020)

 
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MaiNguyen_BachelorsThesis.pdf (2.118Mt)
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Nguyen, Mai Huong
2020
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2020120426108
Tiivistelmä
Language education field has constantly developed with the increasing technological advances. Especially with the integration of gamification in language learning and teaching, creative and efficient solutions have been established and proved by various popular tools, platforms, and applications. In this thesis, the author seeks insights on the gamification and cloze test method, the target users’ needs, and the process of designing a language learning application which provides valuable benefits for both teachers and students.

The theoretical framework covers cloze test benefits, along with the effects of gamification in language learning, targeting the improvement of the Challenge Me application. The employed cloze test model in the Challenge Me application is affirmed to be productive for revising grammatical and vocabulary structures in different contexts. The method supports enhanced words memorization compared with isolated words learning technique. Next, gamified systems in language education increase learners’ interest, engagement, and motivation. In turn, repetitive and tedious language grammar and vocabulary practice is transformed into an engaging activity with the effects of gamification. Furthermore, performance tracking and weakness identification are the highlighted advantages of gamification for students and teachers. Moreover, existing solutions in the current market are elaborated, clarifying the competitive advantages derived from the Challenge Me application.

After that, quantitative research using survey distribution to language students along with qualitative research with various language teachers including the commissioning company and students are facilitated. Through the extensive user research, knowledge related to potential users’ needs and wants, motivation and fears, gains and pains are revealed and discussed thoroughly. The valuable data aggregation and comprehensive analysis promotes the establishment of Challenge Me application essential features.

The research serves as a solid basis for the product-based thesis of designing a Challenge Me language learning application whose values are aligned with the requirements and the principles discovered. Ultimately, the design of the Challenge Me application aims to tackle the current issues and brings innovative perspectives for the commissioning company Teacher Roosa Tmi., aiming at students’ interaction, satisfaction, and performance improvement. The total time dedicated for the project is 300 hours during a five-month period as the project started from 1 June 2020 to 28 November 2020.
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