Gamified vs. Non-Gamified Language Learning: The Role of Working Memory and Gaming Disorder

  • Areej Babiker*
  • , Sameha Alshakhsi
  • , Rabab Ali Abumalloh
  • , Ala Yankouskaya
  • , Dena Al-Thani
  • , Magnus Liebherr
  • , Raian Ali*
  • *Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationPersuasive Technology - 20th International Conference, PERSUASIVE 2025, Proceedings
EditorsKhin Than Win, Raian Ali, Evangelos Karapanos, George A. Papadopoulos, Kiemute Oyibo, Elena Vlahu-Gjorgievska
PublisherSpringer Science and Business Media Deutschland GmbH
Pages330-340
Number of pages11
ISBN (Print)9783031949586
DOIs
Publication statusPublished - 2 Jun 2025
Event20th International Conference on Persuasive Technology, PERSUASIVE 2025 - Limassol, Cyprus
Duration: 5 May 20257 May 2025

Publication series

NameLecture Notes in Computer Science
Volume15711 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference20th International Conference on Persuasive Technology, PERSUASIVE 2025
Country/TerritoryCyprus
CityLimassol
Period5/05/257/05/25

Keywords

  • Cognition
  • Gamified learning
  • Gaming disorder
  • Language learning
  • Memory retention
  • Working memory

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