Gamification and Self-Determination Theory in Foreign Language Acquisition: A Conceptual Exploration

Authors

Norliza Che Mustafa

Academy Pengajian Bahasa, Universiti Teknologi MARA Shah Alam (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2025.924ILEIID0080

Subject Category: Language

Volume/Issue: 9/24 | Page No: 747-751

Publication Timeline

Submitted: 2025-09-23

Accepted: 2025-09-30

Published: 2025-11-01

Abstract

This concept paper explores the relationship between gamification and Self-Determination Theory by Deci and Ryan (1985) in the context of foreign language acquisition. Many studies indicated that foreign language learners often struggle with engagement and motivation during language acquisition. Gamification has the potential to improve learners’ engagement during foreign language acquisition and influence the learning outcomes by transforming traditional learning approaches into interactive learning environments. In other words, gamification can help students become more engaged in the language classroom. On the other hand, Self-Determination Theory (SDT) identifies three components that influence students’ motivation during the learning process. These three components, namely autonomy, competence and relatedness, have to be aligned with the game mechanics to be successful engagement tools and motivate learners. This paper inspects the literature review on gamification and SDT and discusses how gamification can be used to fulfil the three components of SDT during foreign language acquisition and thus increase students’ motivation and engagement.

Keywords

gamification, Self-Determination Theory, Foreign Language Acquisition

Downloads

References

1. Deci, E. L., & Ryan, R. M. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. New York: Plenum Press. http://dx.doi.org/10.1007/978-1-4899-2271-7 [Google Scholar] [Crossref]

2. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek '11). Association for Computing Machinery, New York, NY, USA, 9–15. https://doi.org/10.1145/2181037.2181040 [Google Scholar] [Crossref]

3. Dichev, C., Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. Int J Educ Technol High Educ 14, 9. https://doi.org/10.1186/s41239-017-0042-5 [Google Scholar] [Crossref]

4. Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https://doi.org/10.1016/j.compedu.2012.12.020 [Google Scholar] [Crossref]

5. Gao, F. (2024). Advancing Gamification Research and Practice with Three Underexplored Ideas in Self-Determination Theory. TechTrends 68, 661–671 https://doi.org/10.1007/s11528-024-00968-9 [Google Scholar] [Crossref]

6. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. Proceedings of the Annual Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377 [Google Scholar] [Crossref]

7. Hakulinen, L., Auvinen, T., & Korhonen, A. (2013). Empirical study on the effect of achievement badges in TRAKLA2 online learning environment. Proceedings of the Learning and Teaching in Computing and Engineering (LaTiCE) Conference (pp. 47–54). IEEE. https://doi.org/10.1109/LaTiCE.2013.15 [Google Scholar] [Crossref]

8. Noels, K. A., Vargas Lascano, D. I., & Saumure, K. (2019). The Development Of Self-Determination Across the Language Course: Trajectories of Motivational Change and The Dynamic Interplay Of Psychological Needs, Orientations, And Engagement. Studies in Second Language Acquisition, 41(4), 821–851. doi:10.1017/S0272263118000189 [Google Scholar] [Crossref]

9. Nurfadilah, N., Bancong, H., Saad, R., & Fiskawarni, T. (2025). Direction of gamification in science education: Literature review and indexed bibliography. International Journal of Learning, Teaching and Educational Research, 24(4), 568–591. https://doi.org/10.26803/ijlter.24.4.26 [Google Scholar] [Crossref]

10. Ryan, R. M. & Deci, E.L. (2000) Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions, Contemporary Educational Psychology, Volume 25, Issue 1, 2000, Pages 54-67, ISSN 0361-476X, https://doi.org/10.1006/ceps.1999.1020 [Google Scholar] [Crossref]

11. Sholihah, H. I., Imelda, & Annas, H. (2024). Breaking through language barriers: The importance of foreign language learning in an era of globalisation. Indonesian Journal of Education (INJOE), 4(2), 545–554. https://injoe.org/index.php/INJOE/article/view/147 [Google Scholar] [Crossref]

12. Sulaiman, S. S. (2020). An Analysis on The Students’ Language Learning Strategies in Learning English. Vision: Journal for Language and Foreign Language Learning, 9(1). https://doi.org/10.21580/vjv9i14473 [Google Scholar] [Crossref]

13. York, J. (2023). Engaging with the world: Applying connected learning in a university language learning context. Foreign Language Annals, 56(2), 334–361. https://doi.org/10.1111/flan.12691 [Google Scholar] [Crossref]

Metrics

Views & Downloads

Similar Articles