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Guess It! Using Gamificated Apps to Support Students Foreign Language Learning by Organic Community-Driven Peer-Assessment

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8719))

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.

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© 2014 Springer International Publishing Switzerland

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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

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  • 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)

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