Gamifying language learning: merging it and education in the development of a Finnish language learning video game : a research-based approach to developing gamified tools for Finnish language acquisition
Gadraoui, Ali (2025)
Gadraoui, Ali
2025
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202502203158
https://urn.fi/URN:NBN:fi:amk-202502203158
Tiivistelmä
The thesis examined the integration of information technology and pedagogical theory in the development and creation of a playful and entertaining tool for teaching Finnish language. The main objective was to design and evaluate a prototype of a video game that enhanced language learning through gamification. The research focused on creating an engaging, effective and convincing learning environment by using interactive game mechanisms such as feedback loops, reward systems and immersion.
The theoretical framework of this work was based on theories of language acquisition and appropriation, motivation, self-regulated learning and gamification elements concerning interactivity, retention and memorization. Ren’Py was used as the game development engine and, through prototyping, testing and game redesigning, the game was matched to meet the educational objectives and mission.
Two evaluation methods with structured procedures enabled usability testing alongside the collection of qualitative feedback. The game accomplishment was evaluated, and conducted quantitative assessments based on the evaluation framework. This analysis showed that gamification improves and enhances learners' satisfaction, enriches vocabulary and motivation compared to traditional techniques. The results are useful for designing other tools in which game elements are integrated into educational progress, based on the fundamental concept of language teaching.
The theoretical framework of this work was based on theories of language acquisition and appropriation, motivation, self-regulated learning and gamification elements concerning interactivity, retention and memorization. Ren’Py was used as the game development engine and, through prototyping, testing and game redesigning, the game was matched to meet the educational objectives and mission.
Two evaluation methods with structured procedures enabled usability testing alongside the collection of qualitative feedback. The game accomplishment was evaluated, and conducted quantitative assessments based on the evaluation framework. This analysis showed that gamification improves and enhances learners' satisfaction, enriches vocabulary and motivation compared to traditional techniques. The results are useful for designing other tools in which game elements are integrated into educational progress, based on the fundamental concept of language teaching.
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