The gamification of the learning process: Languages and humanities

Authors

  • Diana Moura University of Minho
  • Ana Sofia Nogueira University of Minho
  • Anthony Vigar University of Minho
  • Joana Fernandes University of Minho

DOI:

https://doi.org/10.21814/h2d.2537

Keywords:

gamification, apps, language learning

Abstract

The gamification of the learning process is engaging users into learning diverse fields from the humanities, to technology or maths. Users feel more engaged when the learning process has been gamified, stimulating them to keep learning and overcome the learning barriers. From the humanities, new apps like Duolingo, Babbel or Tandem have been exploring the language learning process captivating users to learn new languages from English to Chinese. This trend has been followed by apps like Math Learner, focused on learning math, Tynker and Kano focusing on teaching STEM to children, or Datacamp that as a Web App has been the leading platform on Data Science learning for older students and professionals.  Virtual reality is also opening a whole new world to the gamification learning experience. We will reflect on the use of gamification in the learning process – mainly language learning, but also STEM and history. We will further address the advantages and disadvantages of hybrid teaching and flipped classroom and how they can enhance a technology-based learning environment.

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References

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Published

2020-06-30

How to Cite

Moura, D., Nogueira, A. S., Vigar, A. ., & Fernandes, J. (2020). The gamification of the learning process: Languages and humanities. H2D|Digital Humanities Journal, 2(1). https://doi.org/10.21814/h2d.2537