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The Impact of Gamification on EFL Learners' Engagement and Language Learning: A Mixed-Methods Study

عنوان مقاله: The Impact of Gamification on EFL Learners' Engagement and Language Learning: A Mixed-Methods Study
شناسه ملی مقاله: MTELT01_017
منتشر شده در اولین همایش ملی فناوری های نوین و آموزش زبان انگلیسی در سال 1400
مشخصات نویسندگان مقاله:

Alaleh Ramazani - Imam Reza University
Afsaneh Ghanizadeh - Imam Reza University
Seyed Javad Vosough - Imam Reza University

خلاصه مقاله:
The current study examined the impact of using gamification on English as a foreign language (EFL) learners’ engagement and learning. According to Deterding et al. (۲۰۱۱), the use of game elements and game techniques in non-game contexts with the aim of engaging users and solving problems is called gamification. This study was conducted using a mixed-methods approach (QUAN → qual). The quantitative phase was carried out in two classes at Ariana language institute. The participants of this study comprised ۳۰ pre-intermediate EFL learners. The current study is quasi-experimental and contained two groups of ۱۵ students which made up control and experimental groups respectively. Students’ foreign language engagement and language learning were assessed before and after the treatment. The engagement scale measured three dimensions of engagement, including, behavioral engagement, emotional engagement, and cognitive engagement (Fredericks et al., ۲۰۰۵). Targeting improvement of vocabulary and grammar in the experimental group, the researchers designed an electronic game called Fun Time that was considered as a treatment in the experimental group. Game-based learning was carried during ۱۵ sessions of the term duration. Pictures, audio files, texts, and video files were also used as the materials in teaching vocabulary and grammar through games. The outcomes estimated through independent samples t-test and multivariate analysis of variance (MANOVA) demonstrated the effectiveness of gamification in enhancing EFL learners’ language learning, and their engagement in behavioral, emotional, and cognitive areas. In conclusion, gamification predicted improvement in behavioral engagement up to ۵۴ percent, for emotional engagement, the predictive power is ۲۹ percent, and for cognitive engagement, it is ۱۴ percent. Regarding the results, EFL instructors are suggested to incorporate elements and principles of gamification in their instruction to promote students’ interest, learning, and active participation.

کلمات کلیدی:
Gamification; Educational Video Games; Engagement; Language Learning, Mixed-Methods Design

صفحه اختصاصی مقاله و دریافت فایل کامل: https://civilica.com/doc/1346935/