EFFECTIVENESS OF A GAMIFICATION APPLICATION IN LEARNING MANDARIN AS A SECOND LANGUAGE

Purpose - Gamification is an effective method to boost students’ academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also...

Full description

Bibliographic Details
Main Authors: Mun Pei Ng, Norlidah Alias, Dorothy DeWitt
Format: Article
Language:English
Published: UUM Press 2022-06-01
Series:Malaysian Journal of Learning and Instruction
Online Access:https://www.scienceopen.com/document?vid=39aa11f6-eda3-42b4-a40d-3911783fc8bc
_version_ 1797869199525150720
author Mun Pei Ng
Norlidah Alias
Dorothy DeWitt
author_facet Mun Pei Ng
Norlidah Alias
Dorothy DeWitt
author_sort Mun Pei Ng
collection DOAJ
description Purpose - Gamification is an effective method to boost students’ academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became more engaged in learning Mandarin when using Class Dojo. Methodology – A quasi-experimental design with a pre-test and a post-test was conducted to collect data among thirty (30) Year 4 pupils enrolled in the MSL course. The pre-test and a post-test were used to determine the effectiveness of Class Dojo in elevating the pupils’ achievement in learning MSL. The mean scores of the pre-test and post-test were compared and analyzed using t-tests to determine if they were significantly different. Data from observations, the pupils’self-reflective journal, and the collection of ‘Dojo Points’ were grouped into five main themes and analyzed in order to investigate how the participants were engaged in learning MSL. Findings – The findings showed that there was a significant improvement in the academic results of the participants. The pupils’ high rate of attendance, task completion, frequent Mandarin usage, positive behavior, and favorable perceptions of Class Dojo indicated that they were engaged in learning in the MSL class. Significance – The findings of this study provide MSL educators and instructional designers with information to consider whether gamification applications could be used as an effective teaching tool or virtual class management tool to enhance pupils’ engagement and improve learning outcomes.
first_indexed 2024-04-10T00:07:48Z
format Article
id doaj.art-6e0f1bdf7fe74580bfbb9624e06be6db
institution Directory Open Access Journal
issn 1675-8110
2180-2483
language English
last_indexed 2024-04-10T00:07:48Z
publishDate 2022-06-01
publisher UUM Press
record_format Article
series Malaysian Journal of Learning and Instruction
spelling doaj.art-6e0f1bdf7fe74580bfbb9624e06be6db2023-03-16T16:01:07ZengUUM PressMalaysian Journal of Learning and Instruction1675-81102180-24832022-06-0110.32890/mjli2022.19.2.7EFFECTIVENESS OF A GAMIFICATION APPLICATION IN LEARNING MANDARIN AS A SECOND LANGUAGEMun Pei NgNorlidah AliasDorothy DeWittPurpose - Gamification is an effective method to boost students’ academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became more engaged in learning Mandarin when using Class Dojo. Methodology – A quasi-experimental design with a pre-test and a post-test was conducted to collect data among thirty (30) Year 4 pupils enrolled in the MSL course. The pre-test and a post-test were used to determine the effectiveness of Class Dojo in elevating the pupils’ achievement in learning MSL. The mean scores of the pre-test and post-test were compared and analyzed using t-tests to determine if they were significantly different. Data from observations, the pupils’self-reflective journal, and the collection of ‘Dojo Points’ were grouped into five main themes and analyzed in order to investigate how the participants were engaged in learning MSL. Findings – The findings showed that there was a significant improvement in the academic results of the participants. The pupils’ high rate of attendance, task completion, frequent Mandarin usage, positive behavior, and favorable perceptions of Class Dojo indicated that they were engaged in learning in the MSL class. Significance – The findings of this study provide MSL educators and instructional designers with information to consider whether gamification applications could be used as an effective teaching tool or virtual class management tool to enhance pupils’ engagement and improve learning outcomes.https://www.scienceopen.com/document?vid=39aa11f6-eda3-42b4-a40d-3911783fc8bc
spellingShingle Mun Pei Ng
Norlidah Alias
Dorothy DeWitt
EFFECTIVENESS OF A GAMIFICATION APPLICATION IN LEARNING MANDARIN AS A SECOND LANGUAGE
Malaysian Journal of Learning and Instruction
title EFFECTIVENESS OF A GAMIFICATION APPLICATION IN LEARNING MANDARIN AS A SECOND LANGUAGE
title_full EFFECTIVENESS OF A GAMIFICATION APPLICATION IN LEARNING MANDARIN AS A SECOND LANGUAGE
title_fullStr EFFECTIVENESS OF A GAMIFICATION APPLICATION IN LEARNING MANDARIN AS A SECOND LANGUAGE
title_full_unstemmed EFFECTIVENESS OF A GAMIFICATION APPLICATION IN LEARNING MANDARIN AS A SECOND LANGUAGE
title_short EFFECTIVENESS OF A GAMIFICATION APPLICATION IN LEARNING MANDARIN AS A SECOND LANGUAGE
title_sort effectiveness of a gamification application in learning mandarin as a second language
url https://www.scienceopen.com/document?vid=39aa11f6-eda3-42b4-a40d-3911783fc8bc
work_keys_str_mv AT munpeing effectivenessofagamificationapplicationinlearningmandarinasasecondlanguage
AT norlidahalias effectivenessofagamificationapplicationinlearningmandarinasasecondlanguage
AT dorothydewitt effectivenessofagamificationapplicationinlearningmandarinasasecondlanguage