Designing and evaluating the impact of gamification in e-learning platforms for non-Swedish people learning Swedish

University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

Abstract: Background. Learning a new language is essential for global communication and cultural understanding as it enhances communication skills and promotes respect for diverse cultures. In this digital age, e-learning platforms have become popular tools for language learning. Additionally, the integration of gamification and persuasive design techniques has gained widespread popularity in educational settings, primar- ily for their ability to boost user engagement. By infusing these game elements and persuasive design principles into online language learning platforms, We can create immersive experiences that drive the learners to actively learn.  Objectives. This study investigates the impact of gamification and persuasive de- sign principles on user engagement and motivation in e-learning platforms for non- Swedish people learning Swedish. The objectives include conducting a literature review on these principles, designing two e-learning platforms (one with these prin- ciples and one without), inviting a diverse group of non-Swedish people learning Swedish to use both platforms, followed by a survey to assess the satisfaction and motivation of the participants, and finally analyzing data to assess the influence of these elements on user engagement and motivation in language learning. Methods. To achieve the objectives, an extensive literature review was conducted to identify suitable game elements and persuasive design principles. Following this, two distinct e-learning platforms were created—one infused with gamification and persuasive design principles and one without. The final step involved a user study with a diverse group of non-Swedish participants to assess the impact of gamifi- cation and persuasive design principles on user engagement and motivation. This includes the collection of quantitative and qualitative data to measure the impact of gamification and persuasive design principles on user engagement and motivation in e-learning platforms designed for non-Swedish people learning Swedish.  Results. Through an extensive literature review, this thesis identified effective gamification elements for language learning platforms. Subsequently, two e-learning platforms were precisely designed and developed: one adhering to traditional non- gamified methods and the other incorporating the identified gamification elements. A group of non-Swedish participants engaged with both platforms and responded to a survey. The results revealed a significant increase in motivation among participants when completing language learning tasks on the gamified platform, demonstrating the tangible benefits of gamification in promoting engagement and long-term lan- guage acquisition, aligning with findings from the literature review. These outcomes can contribute to improving the design of language learning experiences while also providing insights for future developments in e-learning platforms.  Conclusions. Based on the study results, the conclusion is that using gamifica- tion and persuasive design principles can significantly improve user engagement and motivation in e-learning platforms for language learning. 

  AT THIS PAGE YOU CAN DOWNLOAD THE WHOLE ESSAY. (follow the link to the next page)