Promoting students’ motivation in language education with gamified pedagogical conversational agents

Publikation: Beiträge in ZeitschriftenZeitschriftenaufsätzeForschungbegutachtet

Standard

Promoting students’ motivation in language education with gamified pedagogical conversational agents. / Khosrawi-Rad, Bijan; Keller, Paul Felix; Benner, Dennis et al.
in: Computers and Education, Jahrgang 238, 105374, 12.2025.

Publikation: Beiträge in ZeitschriftenZeitschriftenaufsätzeForschungbegutachtet

Harvard

Khosrawi-Rad, B, Keller, PF, Benner, D, Grogorick, L, Borchers, A, Janson, A, Leimeister, JM & Robra-Bissantz, S 2025, 'Promoting students’ motivation in language education with gamified pedagogical conversational agents', Computers and Education, Jg. 238, 105374. https://doi.org/10.1016/j.compedu.2025.105374

APA

Khosrawi-Rad, B., Keller, P. F., Benner, D., Grogorick, L., Borchers, A., Janson, A., Leimeister, J. M., & Robra-Bissantz, S. (2025). Promoting students’ motivation in language education with gamified pedagogical conversational agents. Computers and Education, 238, Artikel 105374. https://doi.org/10.1016/j.compedu.2025.105374

Vancouver

Khosrawi-Rad B, Keller PF, Benner D, Grogorick L, Borchers A, Janson A et al. Promoting students’ motivation in language education with gamified pedagogical conversational agents. Computers and Education. 2025 Dez;238:105374. doi: 10.1016/j.compedu.2025.105374

Bibtex

@article{2cb7e2423106477f82d6af5b3fb18380,
title = "Promoting students{\textquoteright} motivation in language education with gamified pedagogical conversational agents",
abstract = "Pedagogical conversational agents (PCAs) like chatbots are a novel approach to technology-mediated language learning with artificial intelligence. They convey learning content interactively and accompany students in their education. However, many users find conversations with PCAs unmotivating. Gamification is a suitable solution to these motivational hurdles due to its playful nature. Given the difficulty of selecting the appropriate game elements and the scarcity of design recommendations for gamified PCAs, we propose the GNPL framework including a cohesive set of four design principles: goal-setting and reflection, novice-expert relationship, performance-related motivation, and learning story narration. In two design cycles, the article shows the application of the design principles in English learning – a domain commonly associated with motivational challenges – by implementing and evaluating a gamified PCA. The results show that the design principles significantly foster learners' motivation and that learners perceive a solid language learning experience, expressed by higher perceived value and social factors. They highlight the relevance of aligning the PCA's social role, the motivational impact of gamification, and the educational goals of the learning context. The design principles guide educators and developers in gamified PCA design. The paper contributes to the theory stream of PCAs by investigating learners' motivation enhancement when using PCAs. In addition, the paper provides new knowledge on meaningful gamification in an unexplored context and practical insights to solve the design challenges of selecting game elements in this context. Furthermore, it shows how language education can be supported by educational technology.",
keywords = "Artificial intelligence, Design science research, Gamification, Language learning, Pedagogical conversational agent",
author = "Bijan Khosrawi-Rad and Keller, {Paul Felix} and Dennis Benner and Linda Grogorick and Arne Borchers and Andreas Janson and Leimeister, {Jan Marco} and Susanne Robra-Bissantz",
note = "Publisher Copyright: {\textcopyright} 2025 The Authors",
year = "2025",
month = dec,
doi = "10.1016/j.compedu.2025.105374",
language = "English",
volume = "238",
journal = "Computers and Education",
issn = "0360-1315",
publisher = "Elsevier Ltd",

}

RIS

TY - JOUR

T1 - Promoting students’ motivation in language education with gamified pedagogical conversational agents

AU - Khosrawi-Rad, Bijan

AU - Keller, Paul Felix

AU - Benner, Dennis

AU - Grogorick, Linda

AU - Borchers, Arne

AU - Janson, Andreas

AU - Leimeister, Jan Marco

AU - Robra-Bissantz, Susanne

N1 - Publisher Copyright: © 2025 The Authors

PY - 2025/12

Y1 - 2025/12

N2 - Pedagogical conversational agents (PCAs) like chatbots are a novel approach to technology-mediated language learning with artificial intelligence. They convey learning content interactively and accompany students in their education. However, many users find conversations with PCAs unmotivating. Gamification is a suitable solution to these motivational hurdles due to its playful nature. Given the difficulty of selecting the appropriate game elements and the scarcity of design recommendations for gamified PCAs, we propose the GNPL framework including a cohesive set of four design principles: goal-setting and reflection, novice-expert relationship, performance-related motivation, and learning story narration. In two design cycles, the article shows the application of the design principles in English learning – a domain commonly associated with motivational challenges – by implementing and evaluating a gamified PCA. The results show that the design principles significantly foster learners' motivation and that learners perceive a solid language learning experience, expressed by higher perceived value and social factors. They highlight the relevance of aligning the PCA's social role, the motivational impact of gamification, and the educational goals of the learning context. The design principles guide educators and developers in gamified PCA design. The paper contributes to the theory stream of PCAs by investigating learners' motivation enhancement when using PCAs. In addition, the paper provides new knowledge on meaningful gamification in an unexplored context and practical insights to solve the design challenges of selecting game elements in this context. Furthermore, it shows how language education can be supported by educational technology.

AB - Pedagogical conversational agents (PCAs) like chatbots are a novel approach to technology-mediated language learning with artificial intelligence. They convey learning content interactively and accompany students in their education. However, many users find conversations with PCAs unmotivating. Gamification is a suitable solution to these motivational hurdles due to its playful nature. Given the difficulty of selecting the appropriate game elements and the scarcity of design recommendations for gamified PCAs, we propose the GNPL framework including a cohesive set of four design principles: goal-setting and reflection, novice-expert relationship, performance-related motivation, and learning story narration. In two design cycles, the article shows the application of the design principles in English learning – a domain commonly associated with motivational challenges – by implementing and evaluating a gamified PCA. The results show that the design principles significantly foster learners' motivation and that learners perceive a solid language learning experience, expressed by higher perceived value and social factors. They highlight the relevance of aligning the PCA's social role, the motivational impact of gamification, and the educational goals of the learning context. The design principles guide educators and developers in gamified PCA design. The paper contributes to the theory stream of PCAs by investigating learners' motivation enhancement when using PCAs. In addition, the paper provides new knowledge on meaningful gamification in an unexplored context and practical insights to solve the design challenges of selecting game elements in this context. Furthermore, it shows how language education can be supported by educational technology.

KW - Artificial intelligence

KW - Design science research

KW - Gamification

KW - Language learning

KW - Pedagogical conversational agent

UR - http://www.scopus.com/inward/record.url?scp=105011992391&partnerID=8YFLogxK

U2 - 10.1016/j.compedu.2025.105374

DO - 10.1016/j.compedu.2025.105374

M3 - Journal articles

AN - SCOPUS:105011992391

VL - 238

JO - Computers and Education

JF - Computers and Education

SN - 0360-1315

M1 - 105374

ER -

DOI