THEORETICAL FOUNDATIONS OF GAMIFICATION AND TERMINOLOGY IN ENGLISH FOR SPECIFIC PURPOSES (ESP)
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Keywords

gamification, English for Specific Purposes, ESP terminology, motivation, learning theories.

Abstract

Over the last ten years, gamification has been a popular topic of study, especially in the fields of education, psychology, and instructional design.

Deterding et al. (2011) describe gamification as the use of game design features in non-game contexts to boost user engagement and motivation.  This term has been essential in the literature, distinguishing gamification from game-based learning, which entails the use of full-scale games for educational purposes. Rather than replacing traditional learning tasks, gamification tries to enrich them by adding motivating such as points, badges, leaderboards, and feedback tools. Kapp (2012) notes that gamification should not be considered only as a collection of reward systems but as a pedagogical method built in cognitive and motivational theories. According to Kapp, effective gamification mixes learning objectives with meaningful challenges, narrative contexts, and chances for reflection

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References

Deci, E. L., & Ryan, R. M. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54–67.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference, 9–15.

Hutchinson, T., & Waters, A. (1987). English for specific purposes: A learning-centred approach. Cambridge University Press.

Skinner, B. F. (1953). Science and human behavior. Macmillan.

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.