Digitally Nudged Learning

A Nudged Gamification Study Intervention

Authors

DOI:

https://doi.org/10.3991/ijet.v17i12.30567

Keywords:

Digital nudge, Gamification, L2 teaching/learning strategies, Online learning

Abstract


The research focused on two elements of technology enhanced learning: the digital nudge and gamified online learning. The objective was to digitally nudge students towards a gamified online learning tool, thereby improving quiz test performance through a fun motivating language learning game. A mixed methods approach: the primary quasi-experimental methodology was regression discontinuity design, with a follow up survey. The findings show that few students actively participated in the fun gamified activities, yet none-the-less there was a significant 5% treatment effect afforded by the digitally nudged call to action. The research demonstrates the effectiveness of nudging students to complete L2 learning activity. It also somewhat shows the potential of gamification for voluntary engagement amongst first-year students at a Japanese university.

Keywords—Digital nudge, Online learning, Gamification, L2 teaching/learning strategies.

Author Biographies

Jason Byrne, Toyo University,1-7-11 Akabanedai, Tokyo, 115-8650.

Jason Byrne is an Associate Professor at Toyo University, Faculty of Information Networking for Innovation and Design (INIAD). His research interests are CALL, Blockchain, Gamification and MALL.

Takehiko Ito, Toyo University

Takehiko Ito is an Assistant Professor at Toyo University, Faculty of Information Networking for Innovation and Design (INIAD). He received a master's degree in Education from Keio University. His research interests include English Communication and Motivation.

Mariko Furuyabu, Toyo University

Mariko Furuyabu is an Associate Professor at Toyo University, Faculty of Information Networking for Innovation and Design (INIAD). She received her doctorate in Linguistics from Sophia University. Her research interests include language learning with technology and second language pragmatics.

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Published

2022-06-21

How to Cite

Byrne, J. R., Ito, T., & Furuyabu, M. (2022). Digitally Nudged Learning: A Nudged Gamification Study Intervention. International Journal of Emerging Technologies in Learning (iJET), 17(12), pp. 42–60. https://doi.org/10.3991/ijet.v17i12.30567

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Papers