Gamification and digital solutions for international university students to learn Finnish language
Amaechi, Stanley (2024-07-18)
Amaechi, Stanley
S. Amaechi
18.07.2024
© 2024 Stanley Amaechi. Ellei toisin mainita, uudelleenkäyttö on sallittu Creative Commons Attribution 4.0 International (CC-BY 4.0) -lisenssillä (https://creativecommons.org/licenses/by/4.0/). Uudelleenkäyttö on sallittua edellyttäen, että lähde mainitaan asianmukaisesti ja mahdolliset muutokset merkitään. Sellaisten osien käyttö tai jäljentäminen, jotka eivät ole tekijän tai tekijöiden omaisuutta, saattaa edellyttää lupaa suoraan asianomaisilta oikeudenhaltijoilta.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:oulu-202407185166
https://urn.fi/URN:NBN:fi:oulu-202407185166
Tiivistelmä
The use of gamification in language learning is revolutionizing the pedagogy of language learning. Traditional language learning within a classroom is gradually been phased out, as the advances in technology has placed a demand on various sectors, inclusive of language learning institutions and applications to adapt to dynamic visual, audio, animated and graphical feedback (like Duolingo, Quizizz). The emphasis on fun and engagement in education is breaking down barriers between formal and informal learning, positioning these elements as crucial for cultivating independent Finnish language learners among international university students.
Gamification, which is purely adapting gaming elements like points, badges, leaderboard into educational content is driving the need for a student-centric personalized learning experience, away from the content-driven classroom experience. The aim of this thesis is to study how can digital tools help foreign university students learn Finnish language. The research methodology used in this thesis is a literature review on forty-two selected references, based on relevant inclusive criteria’s, generated eight themes.
The discussion and conclusion section of this thesis provided valuable suggestions of incorporating these gamified digital tools into the Finnish university student’s curriculum, where convertible rewards can be given for progress, badges, level promotions, achievements etc. These achievements can be converted to ECTS, free coffee etc. and most especially creating a participatory environment within the university community, from society’s, guilds, students. Overtime this gamified learning which is a mix of formal and informal factors would transcend into a university culture beyond the classroom. The resulting outcome would create intrinsic motivated international students, who are autonomous in learning, enjoying a lifelong learning journey in the Finnish language.
Gamification, which is purely adapting gaming elements like points, badges, leaderboard into educational content is driving the need for a student-centric personalized learning experience, away from the content-driven classroom experience. The aim of this thesis is to study how can digital tools help foreign university students learn Finnish language. The research methodology used in this thesis is a literature review on forty-two selected references, based on relevant inclusive criteria’s, generated eight themes.
The discussion and conclusion section of this thesis provided valuable suggestions of incorporating these gamified digital tools into the Finnish university student’s curriculum, where convertible rewards can be given for progress, badges, level promotions, achievements etc. These achievements can be converted to ECTS, free coffee etc. and most especially creating a participatory environment within the university community, from society’s, guilds, students. Overtime this gamified learning which is a mix of formal and informal factors would transcend into a university culture beyond the classroom. The resulting outcome would create intrinsic motivated international students, who are autonomous in learning, enjoying a lifelong learning journey in the Finnish language.
Kokoelmat
- Avoin saatavuus [38841]