Withdraw
Loading…
Analyzing SLA, pedagogical, and gamification approaches in digital language learning games
Thapthimhin, Thanaphan
Loading…
Permalink
https://hdl.handle.net/2142/129972
Description
- Title
- Analyzing SLA, pedagogical, and gamification approaches in digital language learning games
- Author(s)
- Thapthimhin, Thanaphan
- Issue Date
- 2025-07-22
- Director of Research (if dissertation) or Advisor (if thesis)
- Sadler, Randall W
- Committee Member(s)
- Franks, Suzanne Carla
- Department of Study
- Linguistics
- Discipline
- Teaching of English Sec Lang
- Degree Granting Institution
- University of Illinois Urbana-Champaign
- Degree Name
- M.A.
- Degree Level
- Thesis
- Keyword(s)
- digital language learning games, second language acquisition theories, pedagogical approaches, gamification in education
- Abstract
- Learning technology has been improved and implemented in second language acquisition, including digital language software and applications in a form of digital language learning games. However, the evaluation criteria used in many studies so far are lacking in comprehensiveness. This research uses lenses of Second Language Acquisition theories, Pedagogical Approaches, and Gamification Features to evaluate 4 highly regarded digital language learning games: Duolingo, Rosetta Stone, Immerse, and ImmerseMe. While most platforms claim to implement contemporary SLA theories and communicative pedagogical approaches, their actual implementations often default to traditional grammar-translation and audiolingual methods that may not align with current understanding of effective language acquisition. The analysis further revealed a persistent theory-practice gap where marketing claims of being "research-based" or "immersive" frequently masked pedagogical implementations that contradict established principles of communicative language teaching. Regarding gamification, features such as experiment points, trophies, and leaderboards were found across all the 6 games. However, the platforms demonstrated a spectrum from "thin gamification" employing extensive extrinsic rewards to more integrated approaches that support rather than compete with communicative objectives. Also, most platforms struggled to implement the social dimensions of language learning that sociocultural theories identify as essential for acquisition, with only Duolingo and Immerse providing genuine opportunities for synchronous interaction with AI-powered experiences, with priced subscriptions. The findings ultimately suggest that effective integration of digital platforms requires strategic use within comprehensive language learning programs that leverage technological affordances while addressing pedagogical gaps through human instruction and authentic communication opportunities. This research contributes to the field by providing ESL educators with systematic evaluation tools and practical guidance for making informed decisions about digital tool integration in principled language instruction.
- Graduation Semester
- 2025-08
- Type of Resource
- Thesis
- Handle URL
- https://hdl.handle.net/2142/129972
- Copyright and License Information
- Copyright 2025 by Thanaphan Thapthimhin. All rights reserved. No part of this thesis may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the author.
Owning Collections
Graduate Dissertations and Theses at Illinois PRIMARY
Graduate Theses and Dissertations at IllinoisManage Files
Loading…
Edit Collection Membership
Loading…
Edit Metadata
Loading…
Edit Properties
Loading…
Embargoes
Loading…