TY - GEN
T1 - Gamified vs. Non-Gamified Language Learning
T2 - 20th International Conference on Persuasive Technology, PERSUASIVE 2025
AU - Babiker, Areej
AU - Alshakhsi, Sameha
AU - Abumalloh, Rabab Ali
AU - Yankouskaya, Ala
AU - Al-Thani, Dena
AU - Liebherr, Magnus
AU - Ali, Raian
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
PY - 2025/6/2
Y1 - 2025/6/2
N2 - Learning is an essential human need, contributing to personal and intellectual growth influenced by various factors, including motivation. Gamification, the incorporation of game elements into non-game contexts, has been widely explored as a method to enhance learning and increase engagement and motivation to learning. While extensive research has examined the effectiveness of gamified learning on student performance, limited attention has been given to the role of working memory capacity and individuals gaming disorder tendency. Gamification could hypothetically consume memory or trigger a desire for gaming, potentially impacting learning. This paper is based on an experiment with 45 participants (53.33% female) aged between 18 and 27 years (M = 21.51, SD = 2.63) They learned Spanish through both gamified and non-gamified e-learning materials. We assessed learning outcomes based on immediate performance after the sessions and memory retention after two days. The experiment lasted 50 to 75 min. Our results showed no significant differences in post-session performance or memory retention between participants regardless of their gaming disorder tendency. Furthermore, working memory capacity did not correlate with the learning outcome. Despite males scoring higher than females in gaming disorder tendency, no significant differences were found in learning performance between genders. These findings suggest that gamification may not necessarily improve learning performance, although many participants expressed, through their qualitative feedback and actual interaction, more engagement in the gamified session as compared to the non-gamified session.
AB - Learning is an essential human need, contributing to personal and intellectual growth influenced by various factors, including motivation. Gamification, the incorporation of game elements into non-game contexts, has been widely explored as a method to enhance learning and increase engagement and motivation to learning. While extensive research has examined the effectiveness of gamified learning on student performance, limited attention has been given to the role of working memory capacity and individuals gaming disorder tendency. Gamification could hypothetically consume memory or trigger a desire for gaming, potentially impacting learning. This paper is based on an experiment with 45 participants (53.33% female) aged between 18 and 27 years (M = 21.51, SD = 2.63) They learned Spanish through both gamified and non-gamified e-learning materials. We assessed learning outcomes based on immediate performance after the sessions and memory retention after two days. The experiment lasted 50 to 75 min. Our results showed no significant differences in post-session performance or memory retention between participants regardless of their gaming disorder tendency. Furthermore, working memory capacity did not correlate with the learning outcome. Despite males scoring higher than females in gaming disorder tendency, no significant differences were found in learning performance between genders. These findings suggest that gamification may not necessarily improve learning performance, although many participants expressed, through their qualitative feedback and actual interaction, more engagement in the gamified session as compared to the non-gamified session.
KW - Cognition
KW - Gamified learning
KW - Gaming disorder
KW - Language learning
KW - Memory retention
KW - Working memory
UR - https://www.scopus.com/pages/publications/105008974569
U2 - 10.1007/978-3-031-94959-3_23
DO - 10.1007/978-3-031-94959-3_23
M3 - Conference contribution
AN - SCOPUS:105008974569
SN - 9783031949586
T3 - Lecture Notes in Computer Science
SP - 330
EP - 340
BT - Persuasive Technology - 20th International Conference, PERSUASIVE 2025, Proceedings
A2 - Win, Khin Than
A2 - Ali, Raian
A2 - Karapanos, Evangelos
A2 - Papadopoulos, George A.
A2 - Oyibo, Kiemute
A2 - Vlahu-Gjorgievska, Elena
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 5 May 2025 through 7 May 2025
ER -