Issue |
E3S Web Conf.
Volume 477, 2024
International Conference on Smart Technologies and Applied Research (STAR'2023)
|
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Article Number | 00066 | |
Number of page(s) | 9 | |
DOI | https://doi.org/10.1051/e3sconf/202447700066 | |
Published online | 16 January 2024 |
Gamification and m-learning: An innovative approach to sustainable language learning
Normal Superior School, Moulay Ismail University, Meknes, Morocco
This study delves into the role of AI-assisted gamification in enhancing user engagement within mobile language learning applications. The investigation begins with a critical examination of popular gamified applications, such as Duolingo, to identify key elements that drive user engagement. The research employs a mixed-method approach, integrating the analysis of user feedback gathered from surveys and interviews to understand the impact of these gamification elements on learner motivation and satisfaction. A significant focus of the study lies in exploring how artificial intelligence (AI) contributes to personalizing the learning experience. This is achieved by tailoring challenges and rewards to align with individual user progress and preferences, ultimately fostering a more engaging and enjoyable learning journey. The preliminary findings reveal the crucial role of gamification in creating an effective and motivating learning environment. Users reported a heightened appeal and engagement with this approach. These findings provide valuable insights for practitioners and developers, offering an empirical framework to design more engaging, effective, and sustainable language learning tools. The study not only emphasizes gamification’s role in enhancing the learning experience but also highlights its potential to contribute to sustainable learning practices. aligning with contemporary educational needs and learner preferences.
© The Authors, published by EDP Sciences, 2024
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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