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University of Illinois Urbana-Champaign

Analyzing SLA, pedagogical, and gamification approaches in digital language learning games

Abstract

dc:description

Learning technology has been improved and implemented in second language acquisition, including digital language software and applications in a form of digital language learning games. However, the evaluation criteria used in many studies so far are lacking in comprehensiveness. This research uses lenses of Second Language Acquisition theories, Pedagogical Approaches, and Gamification Features to evaluate 4 highly regarded digital language learning games: Duolingo, Rosetta Stone, Immerse, and ImmerseMe. While most platforms claim to implement contemporary SLA theories and communicative pedagogical approaches, their actual implementations often default to traditional grammar-translation and audiolingual methods that may not align with current understanding of effective language acquisition. The analysis further revealed a persistent theory-practice gap where marketing claims of being "research-based" or "immersive" frequently masked pedagogical implementations that contradict established principles of communicative language teaching. Regarding gamification, features such as experiment points, trophies, and leaderboards were found across all the 6 games. However, the platforms demonstrated a spectrum from "thin gamification" employing extensive extrinsic rewards to more integrated approaches that support rather than compete with communicative objectives. Also, most platforms struggled to implement the social dimensions of language learning that sociocultural theories identify as essential for acquisition, with only Duolingo and Immerse providing genuine opportunities for synchronous interaction with AI-powered experiences, with priced subscriptions. The findings ultimately suggest that effective integration of digital platforms requires strategic use within comprehensive language learning programs that leverage technological affordances while addressing pedagogical gaps through human instruction and authentic communication opportunities. This research contributes to the field by providing ESL educators with systematic evaluation tools and practical guidance for making informed decisions about digital tool integration in principled language instruction.

Degree

thesis:*
Name thesis:degree_name
M.A.
Level thesis:degree_level
Thesis
Discipline thesis:degree_discipline
Teaching of English Sec Lang
Grantor
University of Illinois Urbana-Champaign
Year dc:date
2025

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Thapthimhin, Thanaphan
Contributors dc:contributor
  • Sadler, Randall W.
  • Franks, Suzanne Carla

Subjects

dc:subject × 4

Rights

dc:rights
Statement dc:rights
  • Copyright 2025 by Thanaphan Thapthimhin. All rights reserved. No part of this thesis may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the author.
Language dc:language
en, eng

Identifiers

dc:identifier.*
Handle dc:identifier
https://hdl.handle.net/2142/129972

Chain of custody

source
Harvested from
University of Illinois - Urbana-Champaign
Base URL
www.ideals.illinois.edu/oai-pmh
Last updated
2026-07-22
Source record
OAI-PMH GetRecord
citation

Thapthimhin, Thanaphan. Analyzing SLA, pedagogical, and gamification approaches in digital language learning games. Thesis thesis, University of Illinois Urbana-Champaign, 2025. https://hdl.handle.net/2142/129972