Search a title or topic

Over 20 million podcasts, powered by 

Player FM logo
Artwork

Content provided by Ibi Baxter-Webb & Joe Baxter-Webb, Ibi Baxter-Webb, and Joe Baxter-Webb. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Ibi Baxter-Webb & Joe Baxter-Webb, Ibi Baxter-Webb, and Joe Baxter-Webb or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.
Player FM - Podcast App
Go offline with the Player FM app!

Gamified language learning: neither fun nor educational?

46:54
 
Share
 

Manage episode 468655913 series 3588978
Content provided by Ibi Baxter-Webb & Joe Baxter-Webb, Ibi Baxter-Webb, and Joe Baxter-Webb. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Ibi Baxter-Webb & Joe Baxter-Webb, Ibi Baxter-Webb, and Joe Baxter-Webb or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

In this episode we discuss our experiences of using language-learning apps. Hosts Dr. Ibi and Dr. Joe cover topics including:

  • What is gamification?
  • Loss aversion, quizzes, and immersive learning
  • The (im)balance between vocabulary and grammar
  • Different needs for different audiences
  • Apps such as Duolingo, LingoLegends, Memrise, Influent, and Earthlingo

Contains some strong (and other types of) language.


📜 If you would like more Say It Like You Play It content, you can find our BLOG here: https://ibibaxterwebb.wordpress.com/blog-podcast/


☕ If you would like to support us, you can buy us a coffee here: buymeacoffee.com/sayitlikeyouplayit


📺 We're also on YouTube: https://www.youtube.com/@SayItLikeYouPlayIt


Further resources:

Alvi, I. (2022). Gamification interaction features in language learning apps, brand engagement, and brand-consumer relationship quality. Journal of Content, Community and Communication, 15(8), 210-226. Available via: https://www.amity.edu/gwalior/jccc/pdf/june-2022-15.pdf.


Shortt, M., Tilak, S., Kuznetcova, I., Martens, B., & Akinkuolie, B. (2023). Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020. Computer Assisted Language Learning, 36(3), 517-554. DOI: https://doi.org/10.1080/09588221.2021.1933540.


Hosted on Acast. See acast.com/privacy for more information.

  continue reading

10 episodes

Artwork
iconShare
 
Manage episode 468655913 series 3588978
Content provided by Ibi Baxter-Webb & Joe Baxter-Webb, Ibi Baxter-Webb, and Joe Baxter-Webb. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Ibi Baxter-Webb & Joe Baxter-Webb, Ibi Baxter-Webb, and Joe Baxter-Webb or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

In this episode we discuss our experiences of using language-learning apps. Hosts Dr. Ibi and Dr. Joe cover topics including:

  • What is gamification?
  • Loss aversion, quizzes, and immersive learning
  • The (im)balance between vocabulary and grammar
  • Different needs for different audiences
  • Apps such as Duolingo, LingoLegends, Memrise, Influent, and Earthlingo

Contains some strong (and other types of) language.


📜 If you would like more Say It Like You Play It content, you can find our BLOG here: https://ibibaxterwebb.wordpress.com/blog-podcast/


☕ If you would like to support us, you can buy us a coffee here: buymeacoffee.com/sayitlikeyouplayit


📺 We're also on YouTube: https://www.youtube.com/@SayItLikeYouPlayIt


Further resources:

Alvi, I. (2022). Gamification interaction features in language learning apps, brand engagement, and brand-consumer relationship quality. Journal of Content, Community and Communication, 15(8), 210-226. Available via: https://www.amity.edu/gwalior/jccc/pdf/june-2022-15.pdf.


Shortt, M., Tilak, S., Kuznetcova, I., Martens, B., & Akinkuolie, B. (2023). Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020. Computer Assisted Language Learning, 36(3), 517-554. DOI: https://doi.org/10.1080/09588221.2021.1933540.


Hosted on Acast. See acast.com/privacy for more information.

  continue reading

10 episodes

Minden epizód

×
 
Loading …

Welcome to Player FM!

Player FM is scanning the web for high-quality podcasts for you to enjoy right now. It's the best podcast app and works on Android, iPhone, and the web. Signup to sync subscriptions across devices.

 

Copyright 2025 | Privacy Policy | Terms of Service | | Copyright
Listen to this show while you explore
Play