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Assessing the Effects of Gamification on Developing EFL Learners' Idiomatic Knowledge

Do Attitudinal Factors Contribute to the Learning of the Idioms with the Game

Bibliographic Data

ID5686573
AuthorsAlim Al Ayub Ahmed (0000-0003-4836-5423), Mulyanto Widodo (0000-0002-4975-2663), Aan Komariah (0000-0003-2269-3592), Isyaku Hassan (0000-0002-8260-2894), Nano Sukmana (0000-0003-3734-3528), Mohammed Hassen Ali (0000-0003-3456-7139), Ahmed Kamill Abbas (0000-0003-3305-1800), Ali Rohi (0000-0003-0494-9005)
EditorsEhsan Namaziandost (0000-0002-8393-2537)
Year2022
Volume2022
Pages1-10
Publication date2022-03-28
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEducation Research International (JOURNAL)
Journal identifiersISSN: 2090-4010 • E-ISSN: 2090-4002
PublisherWiley (PUBLISHER • GB)
DOI10.1155/2022/2482570
OpenAlexW4221051444
LanguageEN
Citations received2
References cited29

Regarding the attractiveness of educational games for EFL learners, the present research intended to investigate the effects of gamification on improving Iranian EFL learners' idiomatic knowledge. In addition, the current research examined the attitudes of Iranian EFL learners towards using gamification in English learning in the Iranian EFL context. Firstly, to carry out this research, the researchers administered the Oxford Quick Placement Test (OQPT) to 84 Iranian EFL learners and selected 50 upper-intermediate participants. Secondly, they divided the selected participants into an experimental group (EG) and a control group (CG). Thirdly, the researchers gave an idiom pretest to the participants of both groups to assess their idiomatic knowledge before starting the treatment. Fourthly, the EG was taught the new idioms using game-based instruction, while the CG received traditional idiom instruction. Following the instruction of 70 idioms to both groups, the participants received an idiom posttest to determine the influence of the treatment on their idiomatic knowledge. The EG was then provided an attitude questionnaire, and 15 members of the EG were interviewed as a result of the questionnaire. In the idiom posttest, the data were evaluated using paired samples and independent samples t -tests, and the findings revealed that the EG performed significantly better than the CG on the posttest of idioms. In fact, gamification helped EFL learners develop their idiomatic knowledge. The results indicated that Iranian EFL learners presented positive attitudes toward gamification in learning English idioms. In addition, the results revealed that enjoyment, fun, reducing anxiety, involvement, and immediate feedback were the factors that the students mentioned for the instructional games. The implications of this research can encourage English teachers to implement different educational games in their teaching

Attractiveness · Context (archaeology · Mathematics education · Pedagogy · Test (biology · Educational Games and Gamification · Psychology · Technology-Enhanced Education Studies · Virtual Reality Applications and Impacts

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    RITA SIMPSON, Dushyanthi Mendis•TESOL Quarterly•2003

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Unique citing works2
Citations per year0,67
Citation span2023 - 2024 (2)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 2

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