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Gamification in Language Learning

Dear Sir or Madam, please take a few minutes of your time to complete the following questionnaire. Your answers are anonymous.

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1

What is your gender?

Select one answer
2

Which age group do you belong to?

Select one answer

The following question concerns game elements, such as cooperation, goals, and meaning. Since some of these elements appear in both digital and traditional games, please consider both categories when answering.

3

Which game elements do you prefer the most?

Reorder the items by dragging them. The item placed at the top represents your most preferred option. PBL elements refer to points, badges, and leaderboards.
4

Please indicate the extent to which you agree with the following statement: “Current gamified language learning applications use my three most preferred elements selected in the previous question.”

Select one answer. Gamified language learning applications refer, for example, to Duolingo, Lingodeer, or Memrise.
5

Please rank the following game elements according to your preference.

Drag and drop to change the order
6

Please indicate the extent to which you agree with the following statement: "Current gamified language learning applications effectively motivate me."

Select one answer. Gamified language learning applications refer, for example, to Duolingo, Lingodeer, or Memrise.
7

Please indicate the extent to which you agree with the following statement: "Current gamified language learning applications make me feel satisfied after completing lessons."

Select one answer. Gamified language learning applications refer, for example, to Duolingo, Lingodeer, or Memrise.
8

Please indicate the extent to which you agree with the following statement: "I would support the use of gamified language learning applications in formal language education."

Select one answer. Gamified language learning applications refer, for example, to Duolingo, Lingodeer, or Memrise.
9

Please indicate the extent to which you agree with the following statement: "I support using non-digital gamification approaches in language learning."

Non-digital gamification approaches include, for example, a leaderboard with points to assess student performance, incorporating interactive storytelling into lessons, or awarding badges for student progress in formal language education.