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Exploring the Impact of Gamification on Language Learning Performance among Intermediate College Students

The Role of Motivation, Engagement, and Self-Reliance

Bibliographic Data

ID22255176
AuthorsSahib Khatoon (0000-0003-0301-8188, Mehran University of Engineering and Technology, corresponding author)
Year2023
Volume7
Issue2
Publication date2023-06-30
Open AccessYes
TypeARTICLE
VenuePAKISTAN LANGUAGES AND HUMANITIES REVIEW (JOURNAL)
Journal identifiersISSN: 2708-6453 • E-ISSN: 2708-6461
PublisherPakistan Social Sciences Research Institute (PSSRI) (PUBLISHER)
DOI10.47205/plhr.2023(7-ii)24
OpenAlexW4378530628
LanguageEN
Citations received1
References cited5

This study examines the effect of gamification on the language learning performance of ESL learners, specifically looking at how gamification can enhance motivation, engagement, and self-reliance. A sample of 178 female intermediate college students completed a questionnaire adapted from a previous study, measuring gamification variables such as motivation, engagement, and self-reliance. Descriptive statistics and inferential statistics, including regression analysis, were used to analyse the data. Results showed that gamification significantly predicts language learning performance, with motivation, engagement, and self-reliance being important predictors. These findings suggest that gamification can enhance ESL learners’ language learning performance by increasing motivation, engagement, and self-reliance, highlighting the potential benefits of incorporating gamification in ESL instruction. Future recommendations include designing language learning activities that promote self-reliance and increasing motivation and engagement using gamification. Pedagogical implications of this study emphasize the importance of gamification in ESL instruction and its potential to improve language learning performance

Descriptive statistics · Intrinsic motivation · Language acquisition · Linguistics · Mathematics education · Second language · Educational Games and Gamification · Psychology · Social Psychology · Technology-Enhanced Education Studies

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  • Digital Game-Based Learning in high school Computer Science education

    Open Access•Μαρίνα Παπαστεργίου, Marina Papastergiou•Computers & Education•2009

  • Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

    Juho Hamari, Jonna Koivisto et al.•2014 47th Hawaii International…•2014

  • Gamifying learning experiences

    Open Access•Adrian Dominguez, Adrián Domínguez‐Díaz et al.•Computers & Education•2013

  • Research design

    Open Access•Marcellus Caldas, Miguel Pinto Caldas•Revista de Administração…•2003

Citations per year0.5
Citation span2024 - 2024 (1)
Highly citedNo

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