The Effect of a Mobile Gamification
App on Elementary Student’s Spanish Achievement and Self-Efficacy
Computer
Assisted Language Learning, 2017
By
Jason R. Rachel and Amanda J. Rockingson-Szapkiw
Calvary Christian Academy, Fort
Lauderdale, FL, USA and University of Memphis, Memphis, TN, USA
Foreign
language literacy is of great value to national security, economic growth, and
international relations (Lacorte, 2013; Pufahl & Rhodes, 2011). Students
who start foreign language study before the age of 12 can attain higher levels
of foreign language proficiency than students who start later than 12
(Abrahamsson & Hyltenstam, 2009), yet the United States has placed a low
priority on the amount of time and resources devoted to foreign language study
in elementary schools. Math, language arts, and science programs received
greater scrutiny under programs like the No Child Left Behind Act (2001), and
schools have invested their resources accordingly (Taylor & Lafayette,
2010).
The
purpose of this study is to determine the effectiveness of a mobile
gamification application for Spanish instruction in comparison to face-to-face
foreign language instruction. The mobile gamification application used in this
study is Duolingo®, an application that integrates adaptive learning and
gamifi- cation for teaching Spanish. Two research questions were examined: (1) What
is the effect of a foreign language mobile gamification application on
elementary students’ Spanish language achievement, while controlling for a
Spanish language achievement pretest? (2) Does elementary students’ academic
selfefficacy differ based on the type of foreign language instruction provided
(i.e. traditional vs. a foreign language mobile gamification application),
while controlling for an academic self-efficacy pretest?
Quantitative
study examined the effect of a mobile gamification application on Spanish
language achievement and student self-efficacy for elementary students. More specifically,
quasi-experimental, pretest-posttest non equivalent control group design was used
to compare elementary school students’ language achievement and student
academic self-efficacy when participating in Spanish language instruction using
only Duolingo versus traditional face-to-face classroom Spanish instruction.
The
participants in this study were a convenience sample of third and fourth grade
(N = 187) student from private school in South Florida. However, not all
student data was included in the study. The Foreign Language in Elementary
School (FLES) program at the site school consists of a once-per-week, 40 minute
Spanish class.
The
results of the study are consistent with other research that has examined
Computer Assisted Language Learning (CALL) and Mobile Assisted Language
Learning (MALL). For example, Peterson (2010) found no difference in
achievement when he compared high school students, participating in e-tutor
software, like Duolingo, and face-to-face instruction. In a meta-analysis of
e-tutor systems, Cerezo, Baralt, Suh, and Leow (2014) concluded that
face-to-face versus CALL often produce similar learning outcomes. Similarly,
Grgurovic, Chapelle, and Shelley (2013), in their meta-analysis of computer
technology-supported language learning, concluded that students using computer
technology supported language learning performed similarly or outperformed
those using traditional instruction. Research consistently shows MALL and CALL
producing similar positive results (Foomani & Hedayati, 2016; Sato, Murase
& Burden, 2015; Shi, Luo & He, 2017).
Findings
of this research on self-efficacy are similar to previous research and theory.
Previous research has established an association between computer-facilitated
language learning and self-efficacy (Chang, 2005; Zheng, Young, Brewer, &
Wagner, 2009). Moreover, Bandura (1982), in his social cognitive theory
(Bandura, 1982), suggested that (1) mastery experiences, (2) vicarious
experiences, (3) social persuasion, and (4) physiological and emotional states,
elements found in mobile gamification apps, influence self-efficacy in a
positive manner.
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