Education Gamification and Student Motivation: A Case Study of Chinese Language Education

  • Chandra T
  • Deli D
N/ACitations
Citations of this article
17Readers
Mendeley users who have this article in their library.

Abstract

A new generation of pupils has grown up with a strong familiarity with technology in the context of Industry 4.0. This technological revolution has made learning a foreign language more critical. However, learning a foreign language can only be accessible with that crucial component- motivation. The purpose of this study was to find out how students' motivation to learn Mandarin was affected by gamification. A gamification application was designed with the Game Development Document (GDD) as a foundational guide, utilizing the Mechanics, Dynamics, and Aesthetics (MDA) architecture. Two schools participated in the experimental research project, with 56 and 58 students divided into control and experimental groups. A questionnaire gathered data, and SPSS was used to compute Cronbach's Alpha. The results showed that gamification increased students' enthusiasm to study Mandarin well. When employing gamification as a teaching strategy, students with different levels of Mandarin proficiency saw varied results. Therefore, gamification can tailor Mandarin language instruction to each student's needs and skill level.

Cite

CITATION STYLE

APA

Chandra, T., & Deli, D. (2023). Education Gamification and Student Motivation: A Case Study of Chinese Language Education. IJIE (Indonesian Journal of Informatics Education), 7(2), 85. https://doi.org/10.20961/ijie.v7i2.80108

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free