Mobile Gamification-based Language Learning in Mongolia: Toward a Participatory Learning Model


The goal of this research is to investigate how gamification and social media can be incorporated into the design of an effective mobile-assisted language learning (MALL) program in developing countries to promote authentic contextualized learning experiences. Our initiative aims to address the limitations of current literacy and language learning practices in several developing countries that mainly rely on didactic teaching and decontextualized applications that do not offer students with meaningful opportunities to learn languages through authentic social practices. Researchers from the three institutions in South Korea, Mongolia, and Singapore will work collaboratively to design and implement the digital learning solution with the integration of gamification, social media, and mobiles. The specific research questions that this study seeks to answer are threefold: 1) What are the critical factors for localization to develop gamification-based social learning with mobiles that Mongolian students can learn English effectively? 2) How and to what extent, does the model of gamification-based social learning with mobiles improve the learning outcomes of students in Mongolian public schools? What are the essential components of teacher professional development for English teachers in Mongolia to upgrade their pedagogical content knowledge? and 3) What are the critical components for the sustainable adoption of gamification-based social learning with mobiles as a new mode of digital learning in Mongolia?

The research intervention will be conducted with students and teachers in public high schools in Ulaanbaatar, Mongolia. This research assumes that with the appropriate mediation of the proposed digital learning solution, a) students will increase their proficiency and competency in English language communication skills, and b) teachers will improve their capacity to deliver English language lessons. The end product of this project is a new model of MALL with meaningful gamification strategies beneficial to teacher and students who want to improve their English language skills.

Principal Investigator: Hyo-Jeong SO, Ewha Womans University, South Korea


Christine Shin, Mongolian International University, Mongolia

Lung-Hsiang Wong, National Institute of Education, Nanyang Technological University, Singapore

Research Site: Ulaanbaatar, Mongolia