Abstract
Guess it! is a gamificated app for smartphones that aims to enhance students foreign language learning outside the classroom. Learning contents in the APP are not delivered to our learners but, rather than this, they are produced by versatile tasks (e.g. rating or reporting, adding new definitions, etc.) that although individually performed, affect the community of learners. Firstly, we detail how the app can be used to support students language learning outside the classroom, secondly, how it helps learners to get actively involved in their own learning process, thirdly, how the server intelligence is organically built on top of community contributions and peer-assessments, so the more students use the app, the richer the knowledge base becomes. And finally we show how the data on students usage of the app and participation in the learning process can be used to automate the assessment by the language instructor.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Engeström, Y.: Learning by expanding: an activity-theoretical approach to developmental research. Orienta-Konsultit Oy, Helsinki (1987)
Gikandi, J., Morrow, D., Davis, N.: Online formative assessment in higher education: A review of the literature. Computers & Education 57(4), 2333–2351 (2011)
Sharples, M., Taylor, J., Vavoula, G.: Towards a theory of mobile learning. In: Proceedings of MLearn 2005 Conference (2005)
Taras, M.: Using Assessment for Learning and Learning from Assessment. Assessment & Evaluation in Higher Education 27(6), 501–510 (2002)
van Zundert, M., Sluijsmans, D., van Merrinboer, J.: Effective peer assessment processes: Research findings and future directions. Learning and Instruction 20(4), 270–279 (2010)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer International Publishing Switzerland
About this paper
Cite this paper
Berns, A., Palomo-Duarte, M., Dodero, J.M., Cejas, A. (2014). Guess It! Using Gamificated Apps to Support Students Foreign Language Learning by Organic Community-Driven Peer-Assessment. In: Rensing, C., de Freitas, S., Ley, T., Muñoz-Merino, P.J. (eds) Open Learning and Teaching in Educational Communities. EC-TEL 2014. Lecture Notes in Computer Science, vol 8719. Springer, Cham. https://doi.org/10.1007/978-3-319-11200-8_46
Download citation
DOI: https://doi.org/10.1007/978-3-319-11200-8_46
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-11199-5
Online ISBN: 978-3-319-11200-8
eBook Packages: Computer ScienceComputer Science (R0)