Proceedings of the E-Learning and Smart Engineering Systems (ELSES 2023)

Gamification in mobile language learning applications: A case study examining a mobile learning tool in a Moroccan university context

Authors
Sara Ouald Chaib1, *, Imane Joti1, Samira Khoulji1
1Information Systems Engineering Research Team (ERISI), Abdelmalek Essaadi University – ENSA of Tetouan, Tetouan, Morocco
*Corresponding author. Email: sara.oualdchaib@etu.uae.ac.ma
Corresponding Author
Sara Ouald Chaib
Available Online 5 February 2024.
DOI
10.2991/978-94-6463-360-3_19How to use a DOI?
Keywords
m-learning; gamification; foreign language; motivation
Abstract

Mobile learning (m-learning) is increasingly used as a learning method for university students, especially for language learning. Indeed, smartphones and tablets allow easy and quick access to a multitude of mobile language learning applications that offer innovative and interactive features. M-learning for language learning is an educational approach that aims to use mobile technologies to facilitate the acquisition of language skills. Language learning mobile apps can offer a wide variety of interactive activities, games, videos, and exercises that can help students learn more engagingly and interactively. Through this study we will try to show the effects of gamification on the motivation of students in m-learning, this study could explore how the use of gamification can increase the motivation of university students to learn a foreign language through mobile apps, and how it can improve their engagement and persistence in learning. In this context we have developed a mobile application for learning French as a foreign language, based on the strategy of gamification, dedicated to university scientific students in Morocco, to improve the linguistic skills of students in specific professional contexts.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the E-Learning and Smart Engineering Systems (ELSES 2023)
Series
Atlantis Highlights in Social Sciences, Education and Humanities
Publication Date
5 February 2024
ISBN
978-94-6463-360-3
ISSN
2667-128X
DOI
10.2991/978-94-6463-360-3_19How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Sara Ouald Chaib
AU  - Imane Joti
AU  - Samira Khoulji
PY  - 2024
DA  - 2024/02/05
TI  - Gamification in mobile language learning applications: A case study examining a mobile learning tool in a Moroccan university context
BT  - Proceedings of the E-Learning and Smart Engineering Systems (ELSES 2023)
PB  - Atlantis Press
SP  - 177
EP  - 185
SN  - 2667-128X
UR  - https://doi.org/10.2991/978-94-6463-360-3_19
DO  - 10.2991/978-94-6463-360-3_19
ID  - Chaib2024
ER  -