Abstract—Gamification has been proposed as a pleasant and
entertaining way to encourage students to acquire Chinese as a
foreign language (CFL) and to bridge the gap between their
learning and teaching practice. This systematic review provides
a summary of the current state of the art in CFL gamification.
Furthermore, when learners cope with CFL through
gamification, this review study maps their learning process and
results. 11 publications from 2016 to 2021 were analyzed for this
systematic review. Even though these studies found that
gamification had a favorable impact on learners' learning
experiences and achievements, none of the studies identified
gamification elements linked with the learning experiences and
outcomes. Gamified CFL offers good learning experiences by
being engaging, fun, motivating, engaging, and interesting.
Gamified CFL learning results included content language
acquisition, beliefs, motivation, satisfaction, and confidence.
The findings of this study offer suggestions on how to develop
gamification for learners' CFL learning, as well as the learning
experiences and outcomes that follow.
Index Terms—Gamification, systematic review, CFL, foreign
language acquisition, gamification elements.
Yuetong Yu is with the Faculty of Education, Beijing Normal University,
Bejing, 100089, China (e-mail: 201911010159@mail.bnu.edu.cn).
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Cite:Yuetong Yu, "Using Gamification to Support Learning Chinese as A Foreign Language: A Systematic Review," International Journal of Languages, Literature and Linguistics vol. 8, no. 4, pp. 330-336, 2022.