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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
Gamification and Self-Determination Theory in Foreign Language
Acquisition: A Conceptual Exploration
Norliza Che Mustafa
*
Academy Pengajian Bahasa, Universiti Teknologi MARA Shah Alam
*Corresponding author
DOI: https://dx.doi.org/10.47772/IJRISS.2025.924ILEIID0080
Received: 23 September 2025; Accepted: 30 September 2025; Published: 01 November 2025
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, motivation, engagement
INTRODUCTION
At present, foreign language acquisition is no longer considered an additional skill but rather a necessity for
individuals to excel socially (York, 2023), academically (Sulaiman, 2020) or professionally (Sholihah et al.,
2025). However, learning a foreign language is challenging and requires a long-time commitment. Once the
initial excitement and the novelty of the new language faded or wore out, learners struggled with motivation
and became less engaged in the learning process, thus hindering the learning outcomes.
Gamification has then emerged and been identified as one of the tools that can help with learners' motivation
and engagement (Hamari et al., 2014). But gamification alone is not enough to improve declining motivation
and engagement. A sound theoretical framework is needed as a foundation for gamification to be effective
(Nurfadhilah et al., 2025).
This conceptual paper will first review the literature on gamification and Self-Determination Theory. Then it
will discuss how game elements can be aligned with SDT to create well-designed gamified language activities.
LITERATURE REVIEW
Gamification
Gamification is the use of game mechanics and game elements in a non-game context (Deterding et al., 2011).
Typical game components include awards, badges, points, levels, immediate feedback, etc. By integrating
gamification in the classrooms, educators can change the traditional learning approaches to more interactive
learning environments.
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
In recent years, gamification has been used widely in the domain of education to make learners more
motivated and to make learning more engaging (Dichev and Dicheva, 2017). Multiple research studies
conducted have shown that gamification makes learning more fun and enjoyable for learners (Hamari et al.,
2014).
In the domain of language learning, there are a significant number of apps (e.g., Duolingo), platforms (e.g.,
Kahoot, Quizizz) and learning systems (e.g., Moodle) that can be used to diversify language activities and also
help to boost motivation and enhance students' engagement. However, these sources of gamification or
gamified activities are superficial without a good theoretical framework. According to Gao (2024) Self-
Determination Theory is a solid framework that can be used to explore the effectiveness of gamification.
Self-Determination Theory
Self-Determination Theory (SDT) was developed by psychologists Deci and Ryan in 1985. It identifies three
psychological innate components that are crucial for motivation (intrinsic and extrinsic). These components
are: autonomy, competence, and relatedness.
Autonomy gives an individual the freedom to choose. Competence, on the other hand, makes the individual
feel capable of achieving success. Meanwhile, relatedness gives the individual a sense of belonging. These
components have to be fulfilled and satisfied for the individual to experience a sense of well-being (Ryan &
Deci, 2000).
SDT is widely used and is also relevant in the domain of language acquisition. A research conducted by Noels
et al. (2019) showed that students learning French had a higher motivation when the components of SDT were
fulfilled. The research also indicated that the students put more effort towards language acquisition when they
feel that the activities are voluntary and self-relevant. Additionally, according to the research, the higher the
motivation, the higher the engagement of the students during the learning process.
DISCUSSION
As stated in the above literature, a suitable framework has to be used as a foundation to allow the gamification
to be more effective (Nurfadhilah et al., 2025). In the context of language acquisition, the game mechanics,
such as badges, points, leaderboards and tasks, for example, have to be aligned with SDT to produce well-
designed and suitable gamified language activities for the learners.
The proposed conceptual framework (see Figure 1) positions gamification as an educational tool that directly
supports the elements of SDT. When these elements are met, learners are more likely to feel motivated, which
will lead to higher engagement and produce positive language outcomes.
Figure 1 Conceptual Framework
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
To enable students to feel in control of their learning, they can, for example, design or customise their avatar,
decide when they want to do a task, and decide how much time they are going to spend on each task. They can
also decide whether to participate or not in the gamified language activities without any pressure.
To enable students to feel capable and competent, the gamified activities should allocate points based on their
performance and completion of the tasks. Badges should also be awarded after finishing a certain level of
difficulty (p.e. Grammar for beginner/intermediate/advanced). Leaderboards and rankings could also allow the
students to see their positions and track their progress.
To foster the sense of belonging and the feeling of inclusion, the language activities can include multiplayer
tasks, peer feedback, exchange of information and sharing experiences, team competitions, etc.
Table 1 below shows examples of how gamification can be aligned with Self-Determination Theory to create
suitable gamified language activities.
Table 1 Gamification based on SDT
Descrip-tion
Example Game Elements
Language Activities
Autono
-my
Allowing learners
the freedom to
choose
Task selection, quests,
avatar customization
Choosing specific topics for quizzes,
selecting vocabulary level and challenges
Compe
-tence
Providing clear
progres
-sion
Points, badges levels,
feedback
Vocabulary drills, grammar exercises,
timed quizzes
Related -
ness
Fostering collabora-
tion
Leaderboards, group
competitions, multiplayer
tasks
Team competitions, peer feedback,
collaborative tasks
Language activities, such as "Vocabulary Challenges," can help students improve their vocabulary retention.
Fun and engaging vocabulary activities can help students reinforce the words in their memory.
Grammar activities, on the other hand, can help students learn structured phrases and help improve grammar
accuracy. The immediate feedback received during activities will help students to strengthen their skills and
make them feel more confident and competent.
In addition, collaborative tasks such as team competitions allow students to interact with their peers and create
a conducive environment for learning. However, it is also important to acknowledge the limitations of
gamification. Research has shown several negative outcomes that need to be examined and observed, such as
task evaluation difficulties (Domínguez et al., 2013) and the effect of excessive competition (Hakulinen et al.,
2013).
Apart from the above limitation, there is also the question of technological constraints. Unequal access to
technology should also be considered when planning to integrate gamification in teaching. Internet access in
some rural areas is often unstable, and students from low-income households often lack smartphones.
Finally, the readiness of educators and the support from the institutions should also be taken into consideration.
Training should be given to educators who are not well-versed in technology and the importance of
gamification. Learning institutions should play a role in helping educators strengthen their teaching skills.
CONCLUSION
As discussed in the paper, gamification can become an effective and meaningful pedagogical tool when its
design
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
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Special Issue | Volume IX Issue XXIV October 2025
is grounded in a suitable theoretical framework. Self-Determination Theory provides a solid foundation to
design gamified activities in foreign language learning.
Nevertheless, future empirical studies should be conducted to validate the points discussed in the paper. The
studies could provide several insightful pieces of information, such as how to design gamified language
activities to better meet the needs of learners or how to incorporate gamified modules into the language
classes. Educators can then integrate these improved language activities into the classroom to foster motivation
and sustain engagement.
Nonetheless, the effectiveness of gamification also depends on the characteristics of the learners, their needs,
and their context. Thereby, when designing the gamified language activities, educators must take all these
factors into consideration. To bridge the gap between entertainment and education, educators must also
consider the balance between enjoyment and performance.
For future research, it would be interesting to explore whether tailored gamification based on students'
performances can be realised and successfully implemented.
To conclude, the future findings of the research could contribute and be added to the growing body of
knowledge about the use of technology in language acquisition.
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