| Issue |
SHS Web Conf.
Volume 222, 2025
2025 3rd International Conference on Education, Psychology and Cultural Communication (ICEPCC 2025)
|
|
|---|---|---|
| Article Number | 01026 | |
| Number of page(s) | 6 | |
| Section | Artificial Intelligence and Digital Transformation in Education | |
| DOI | https://doi.org/10.1051/shsconf/202522201026 | |
| Published online | 17 September 2025 | |
The Impact of Using Gamified Auxiliary Learning Tools
1 School of Foreign Languages, Nanjing Xiaozhuang University, Nanjing, Jiangsu, China
2 SEGi University, Selangor, Malaysia
* Corresponding author: This email address is being protected from spambots. You need JavaScript enabled to view it.
Abstract
With the rapid development of Internet technology and the growing global demand for English proficiency, gamified language learning applications have emerged as a significant focus in educational technology research. This paper conducts a comprehensive analysis of gamified auxiliary learning tools, examining their multifaceted impacts, core functionalities, and current limitations. The findings demonstrate that these tools yield both beneficial and adverse effects on language acquisition. Mainly, they influence learners’ performance by enhancing motivation, enabling multimodal interaction, and applying universal design principles. However, problems remain, such as inadequate technical adaptation, occasional declines in learning motivation and psychology, and a lack of personalization in applications. Based on these findings, the paper proposes the following suggestions: developers should strengthen personalized settings to accurately target learners’ learning styles; the education sector should appropriately integrate gamified auxiliary learning tools while remaining cautious of overdependence; students are encouraged to actively combine online and offline learning modes to maximize the benefits of these tools.
© The Authors, published by EDP Sciences, 2025
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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