Article

The Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education

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Abstract

Gamification has grown tremendously in popularity and is now widely used in various fields including information and communication technology (ICT), healthcare, marketing, education and business. Its core principle revolves around the integration of elements from games into non-game environments with the ultimate goal of shaping behavior, enhancing motivation, and fostering increased engagement (Caponetto, 2014). The main aim of this study is to investigate the impact of gamification on student motivation and academic performance in the specific context of teaching English as a foreign language (EFL) at higher education institutions in Bosnia and Herzegovina. To conduct this study, a cohort of 202 students attending both private and public universities in Bosnia and Herzegovina was carefully selected using targeted snowball sampling techniques. The questionnaire distributed to the participants included 57 items from various areas, including academic achievement, frequency and proficiency in using language learning apps, motivation and attitudes towards app-based language learning, and perceived improvements in listening, speaking, reading and writing skills This is attributed to the use of apps to learn the English language (ELL). To analyze the gathered data, descriptive statistics, tests for normality, reliability analysis, and linear regression were employed. The results of the study indicate a significant impact of gamification strategies on students’ motivation to learn English as a foreign language, as well as their overall success in EFL learning and academic achievement. In higher education settings, the inclusion of games has been shown to have a positive impact on students’ listening, speaking, reading and writing skills. In addition, gamification contributes to the motivation of the students and thus increases their academic performance. The integration of games into education is expected to continue to evolve and lead to transformative changes in curricula, teaching methods and learning models. Consequently, acquiring ICT skills among academic staff is crucial to effectively mentoring students and ensuring successful educational experiences.

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... The expected outcome of the study is an optimized, gamified platform for improving instructional quality. Huseinović (2023) claimed that Gamification is a concept that has rapidly grown in popularity and today has numerous applications in ICT, health, marketing, education, and business. The core tenet of the concept is to integrate elements of games into non-game environments with the key objective of forming behavioral tendencies, improving motivation, and increasing engagement. ...
... In light of previous studies, it is clear that educational games are not only a means of motivating students, but can also be a powerful tool for promoting active learning and engagement (Huseinović, 2023;Huang et al., 2018). Educational games can help develop students' critical thinking skills and improve their ability to solve problems (Dreimane & Upenieks, 2022;Hanus & Fox, 2015). ...
... Educational games can help develop students' critical thinking skills and improve their ability to solve problems (Dreimane & Upenieks, 2022;Hanus & Fox, 2015). This suggests that integrating educational games into the curriculum can provide a comprehensive and integrated learning environment (Huseinović, 2023). ...
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This paper aims to determine whether there is evidence that gamified instruction can be effective in improving EFL students' academic achievement. The aim of the research is to establish how effective gamification is as a method against more traditional types of education and what areas of the English language—for example, reading comprehension, grammar, and vocabulary—are most effectively promoted via the integration of gamification into the classroom environment. The sample included 120 fourth graders from public schools in Jordan, where 60 children were to form the gamified instruction group and another 60 to form the standard instruction group. Pretests and posttests of English language skills using standardized tools measured students at two different times: before and after the instructional interventions. These tests are the main instruments utilized for data collection and analysis. Independent t-test, one-way ANOVA, and one-way MANOVA tests were performed to test the variation and holistic impact of the instructional methods on different components of language learning. The experimental findings support that the gamified instruction group scored significantly higher than the regular instruction group at post-intervention. More specifically, the students of the game-based group scored an average of 74.44 (SD= 7.93) on the posttest, compared to 69.31 (SD = 6.14) for those of the control group. The result for the T-test yields t = 4.05 and p < 0.001, hence showing that the gamified group had significantly better results. The classroom gamification usage made noteworthy gains in students' vocabulary, grammar, and reading comprehension abilities. One-way ANOVA results were vocabulary, F = 22.65, p < 0.001; grammar, F = 15.78, p < 0.001; and reading comprehension, F = 18.93, p < 0.001. MANOVA supported this finding that the Wilks' Lambda value was 0.62, with an F-value of 20.45 and a p-value less than 0.001, indicating that gamified training was of benefit overall in enhancing English language competence. The results of this research come with a very exciting revelation, such as gamified instruction being an excellent means of teaching English as a foreign language since it enhances students' interest and performance in class.
... It is lacking knowledge on how language competency that of speaking and comprehension skills affects learning outcomes. Though more study is required on their combined advantages, studies have looked at these skills independently (Huseinović, 2024). Most studies have concentrated on either primary education or higher education, thereby lacking knowledge of how these relationships function at different educational levels and settings (Huseinović, 2024). ...
... Though more study is required on their combined advantages, studies have looked at these skills independently (Huseinović, 2024). Most studies have concentrated on either primary education or higher education, thereby lacking knowledge of how these relationships function at different educational levels and settings (Huseinović, 2024). The necessity of greater research on different learning environments since the impacts of English competency on vocational training or adult education are yet unknown (Renandya et al., 2023). ...
... Students who speak English well are more likely to participate in class discussions, ask questions, and work with peers, which are essential to learning (Teng, 2024). According to the cognitive load theory, students' cognitive resources are diverted from learning content to decoding language, which hurts academic performance (Huseinović, 2024). Thus, improving English speaking abilities reduces cognitive burden and lets pupils focus on learning. ...
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Objective: The goal of this study was to look into how students' beliefs about their own learning and how well they speak English affect how well they learn in higher education institutions in Saudi Arabia. It specifically looks at how students' opinions affect the connections between how well they know English, how well they understand, and how well they do in school. Methodology: A total of 268 undergraduates from various academic programs participated in this cross-sectional survey. A structured questionnaire was used to collect data, and scales from other studies were used as guides. STATA-SEM was used to look at the measurement and structural models and figure out the variables' direct and indirect effects on each other. Results: The findings demonstrated that students' competence in speaking and comprehending English has a substantial impact on their learning outcomes. There was also a substantial moderating effect of learner beliefs on the correlation between linguistic competence and learning outcomes. Conclusion: These findings illustrate the significance of possessing robust linguistic skills alongside psychological factors in order to achieve academic excellence. This study adds to the literature by incorporating language proficiency and learner beliefs into an academic accomplishment model. It highlights that in order to advance education, students must have positive beliefs and proficient language skills. Teachers and governments can create focused interventions based on the data to enhance students' academic performance and language development.
... Gamification adds a sense of enthusiasm to EFL study and converts language learning into an exciting experience. Gamification in EFL learning has the central advantage of increasing motivation (Hashim et al., 2019;Huseinović, 2023;Rahmani, 2020). Learners are typically encouraged to get involved effectively when aspects such as scores, badges, and rankings are inserted. ...
... In addition, gamification can be an effective way to make learning more engaging and entertaining (Hashim et al., 2019;Huseinović, 2023;Redjeki and Muhajir, 2021;Rahmani, 2020). Language immersion puzzles, games, and tasks enable learners to utilize their language skills in actual life situations. ...
... Language immersion puzzles, games, and tasks enable learners to utilize their language skills in actual life situations. Learners are forced to think logically and resolve issues within a language setting, which strengthens grammar, vocabulary, and ability to communicate (Hashim et al., 2019;Huseinović, 2023;Redjeki and Muhajir, 2021). Gamified exercises offer comprehensive language experiences by including story elements. ...
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This paper explores the integration of digital technologies and tools in English as a Foreign Language (EFL) learning in Jordanian Higher Education through a qualitative open-ended online survey. It highlights the perceptions of 100 Jordanian EFL instructors, each with a minimum of five years of experience, on the digital transformation in the EFL learning process. The survey, consisting of ten open-ended questions, gathered in-depth insights on the benefits, challenges, and implications of this transformation. Thematic analysis was employed to analyze the qualitative data, revealing varied levels of experience, the use of diverse digital tools, and both technical and pedagogical challenges. Key findings include the positive impact of digital tools on teaching and learning experiences, enhanced student engagement, and opportunities for personalized learning and collaboration. The study concludes that leveraging digital resources can enhance EFL learner engagement and learning outcomes, inform future pedagogical practices, and shape the landscape of digital transformation in EFL Higher Education for years to come.
... Gamification benefits language learning in higher education; it motivates and involves students, increases their attention, and positively influences their behavior, thereby improving their language skills (Huseinović, 2023). Additionally, Boudadi and Gutiérrez-Colón (2020) suggest that gamification is a relevant tool for motivating and engaging students in language learning. ...
... More research on gamification and learning styles to increase English vocabulary is necessary (Waer, 2021). Studies on gamification in higher education are needed, as many current studies are concentrated on basic education levels (Huseinović, 2023). Regarding gamification and its effects on language learning, the lack of unambiguous empirical results highlights the need for more studies to provide solid empirical evidence. ...
... So far, the results obtained do not categorically demonstrate a positive influence of gamification on language learning (Boudadi & Gutiérrez-Colón, 2020). Additionally, implementing gamification in educational environments facilitates learning since humans naturally learn through games (Huseinović, 2023). ...
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Student learning styles and gamification benefit academic performance. This case study aimed to identify the language learning experiences of students with different learning styles in a gamified learning class. Nine participants between 19 and 32 years old were interviewed in an English II semi-school course at the Faculty of Administration of a higher education institution in central Mexico. The results indicated a high preference for the visual and dependent styles, positive perceptions towards gamification, a change of attitude towards learning English, and improvement in vocabulary, listening comprehension, and pronunciation. It is concluded that gamification and students' learning styles increase their inclination to learn English.
... Findings indicate that higher perceptions of usefulness, ease of use, attitudes toward gamification, and engagement interactions are associated with increased active engagement in gamified assessment activities. Factors like interaction with gamification elements and a positive attitude towards this technology are important in creating a competitive and highly motivated learning experience (Hamadah, 2023;Lamija, 2023). This also reinforces the theory that suggests that the use of gamification technology can effectively stimulate motivation and engagement among students (Lamija, 2023;Errol, 2021), thereby increasing the validity of the results by confirming the stability and consistency of the relationship studied in the context of gamification assessment. ...
... Factors like interaction with gamification elements and a positive attitude towards this technology are important in creating a competitive and highly motivated learning experience (Hamadah, 2023;Lamija, 2023). This also reinforces the theory that suggests that the use of gamification technology can effectively stimulate motivation and engagement among students (Lamija, 2023;Errol, 2021), thereby increasing the validity of the results by confirming the stability and consistency of the relationship studied in the context of gamification assessment. ...
... In response to these challenges, recent studies have initiated exploration into the potential of gamification-based interventions to cater to the needs of EFL learners within LMS environments. Research findings indicate that gamification elements, such as progress tracking and virtual rewards, hold promise in positively impacting learners' motivation and engagement, resulting in heightened participation and improved learning outcomes (Bobkina & Romero, 2023;Cahyono et al., 2023;Huseinović, 2023;Romsi et al., 2024;Welbers et al., 2019). However, while these studies offer insights into the general efficacy of gamification, nuanced understandings of its specific effects on SDL skills among EFL students, particularly within the framework of Garisson's Self-Directed Learning (SDL) framework, remain scarce. ...
... These findings resonate with scholarly discourse highlighting the delicate balance between external rewards and the inherent joy of learning for its own sake (Afrilyasanti & Cahyono, 2022;Rojas-López et al., 2019;Slamet et al., 2024b). The tensions uncovered underscore the need for gamification designers to tread carefully, ensuring that motivational benefits are maximized while safeguarding the integrity of the learning process (Huseinović, 2023;Slamet & Mukminatien, 2024;Welbers et al., 2019). ...
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The efficacy of gamification-based Learning Management Systems (LMS) in facilitating English as a Foreign Language (EFL) learning is an area of growing interest. However, a critical gap exists in comprehensively understanding how these platforms influence self-directed learning (SDL) among EFL students, particularly regarding self-management, self-motivation, and self-control. To address this lacuna, this study employs a survey design involving 50 EFL undergraduate students from STKIP PGRI Sidoarjo, a private university, in Indonesia. Grounded in Garrison’s SDL Framework, the research evaluates the impact of gamification on SDL dimensions within the LMS milieu. The data were collected through a questionnaire for quantitative analysis and interviews for qualitative insights. Findings unveil a nuanced landscape: while gamification initially boosts engagement and motivation, sustained self-management and control pose challenges. Implications underscore the imperative for tailored interventions to fortify SDL competencies within gamified environments. Recommendations advocate for the integration of personalized feedback mechanisms and collaborative features to scaffold EFL students’ SDL skills amidst gamified platforms.
... Gamification, when applied in education, can alter the intents and behaviors of students, leading to increased engagement and motivation (Baah et al., 2023). Moreover, incorporating gamification design elements, including roles, bots, and experience points, into educational platforms like chat applications can engage students effectively and create a more interactive and stimulating learning environment (Huseinović, 2024). Combining STEAM education and gamification can foster an engaging and stimulating learning environment for pupils. ...
... Higher Education StudiesVol. 14, No. 3;2024 ...
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STEAM education with gamification, a method that integrates game elements into the learning process, has proven to be a powerful tool. It not only encompasses various forms of gamified education but also has the potential to captivate and inspire students, breathing life into the course material. This study aims to present a comprehensive summary of the research carried out in the domain of STEAM education, with a particular emphasis on gamification. The focus will be on analyzing studies published in the past seven years. A meticulous bibliometric analysis was conducted to investigate the patterns in the published literature on STEAM education with gamification from 2017 to 2023. The relevant documents were retrieved by using keywords related to steam and gamification in the title, abstract, and keywords of the documents. Thus, 34 documents were acquired from the Scopus database for bibliometric analysis. The review analyzes the rate of publication growth, identifies the papers with the highest number of citations, determines the primary sources of these articles, evaluates the productivity of authors, examines the leading countries contributing to the field, and identifies the prominent subject areas within the research domain. Thailand has the highest output level in terms of publications and citations, as inferred from the results of our analysis. The Ceur Workshop Proceedings are widely acknowledged as the foremost scholarly resource in their subject. We have identified the most important keywords related to gamified STEAM education by conducting keyword analysis. Factorial Analysis provides a visual summary of the complex relationships between various concepts related to educational technology.
... This paper uses the concept of gamification through artificial techniques, which can be understood as a blending between gamification and a learning process. In other words, the main objectives are the development of the science area, adding theoretical studies, and the proposal of methodologies for applying the ideas theoretically into practical classes, allowing students to understand their role in the social domain of the network and in the construction of modernity [3,4]. ...
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This paper examines the integration of gamification and artistic techniques in science education to enhance student engagement, motivation, and comprehension. Gamification in educational settings is often associated with the use of game elements to increase motivation and interaction, while artistic techniques contribute to creativity and deeper understanding. The study investigates theoretical frameworks for gamified learning, principles of game-based learning in science classrooms, and how artistic approaches like visual arts and storytelling can enrich these methods. Through case studies, this research illustrates the effectiveness of blending gamification with artistic activities, showcasing innovative teaching methods and their impact on student learning outcomes. The paper concludes by discussing future directions for research and practice, including virtual and augmented reality's potential in creating immersive educational experiences.
... Combining AI with gamified learning presents a novel approach to overcoming the challenges in college English teaching. AI-driven gamified educational games can provide a highly engaging and personalized learning experience, making language learning more interactive and effective [3]. By leveraging AI's capabilities to tailor content and feedback to individual learners and gamification's ability to motivate and engage, this integrated approach can enhance students' language skills more effectively than traditional methods [8]. ...
... Several researchers studying the topic highlight the potential of educational mobile applications. Hinze et al. (17) and Huseinović (18) believe that applications provide access to educational materials that can be effectively used to learn new words, grammar, and phrases. According to the researchers, these apps are powerful tools for training in an inclusive educational environment. ...
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Introduction: The rapid development trend in innovative technological solutions significantly impacts societal activities, stimulating global digital transformation processes in the educational environment. Objectives: The article analyses innovative tools within the concept of inclusive technologies for teaching foreign languages in higher education in the digital age. Methods: Several general scientific research methods were used to achieve the research objectives, including abstraction, analysis, synthesis, induction, and deduction. Results: Attention is focused on exploring the potential of audio-lingual and audiovisual methods, didactic game solutions, case methods, reproductive methods, thematic studies, linguistic and sociocultural, and project methodologies. It has been proven that using digital educational platforms in educational programmes allows teaching foreign languages to be carried out at a high professional level, stimulating aspects of motivation and effectiveness. The study identifies that implementing innovative approaches in inclusive strategies for teaching foreign languages enables students to gain practical skills through active interaction with various non-standard methods and forms of work. Such methods include brainstorming, project work, role-playing, group work, and several others. It has been found that specific innovative approaches, such as random and cross-learning, learning through argumentation, or embodied learning, form a solid practical basis for the successful future application of acquired knowledge. Conclusions: The article proves that innovative methods of teaching foreign languages within the framework of inclusive educational technology programmes have the potential to create an effective learning environment, ensuring a significant improvement in the quality of higher education
... The advent of Information and Communication Technology (ICT) has revolutionized various sectors, and education is no exception. Over the past few decades, the integration of ICT into the educational landscape has transformed traditional teaching and learning processes, offering new opportunities for enhancing the quality and accessibility of education (Huseinović, 2023;NORDITO S. QUIMBO, 2023). Countries worldwide are increasingly recognizing the potential of ICT as a tool for educational innovation and reform, aiming to improve student outcomes, foster independent learning, and equip learners with essential 21stcentury skills. ...
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This research investigates the transformative role of Information and Communication Technology (ICT) in educational systems, with a specific focus on its impact on both teachers and students. As ICT becomes more integrated into classrooms, understanding its benefits and challenges is critical for enhancing the teaching and learning experience. The study employed a literature review approach, analyzing existing research on the use of ICT in schools, particularly focusing on its effects on student motivation, participation, achievement, and the attitudes of both students and teachers toward ICT integration. Various studies and case reports from diverse educational settings were examined to assess the overall impact. The findings indicate that ICT adoption in classrooms generally results in positive outcomes. Most studies reported a significant increase in students' motivation to learn, shifting away from traditional teaching methods. The research also highlighted improvements in students’ success rates, participation, computer skills, and overall academic achievement. However, some challenges were identified in ICT integration, particularly due to the advanced technological skills of younger generations, which, if not properly managed, could lead to misuse of technology for non-educational purposes. ICT has a transformative impact on education, enhancing student motivation, participation, and achievement. However, careful planning and oversight are required to ensure that technological advancements are used effectively in the classroom setting.
... Studies by Hong et al. (2022), Öden et al. (2021), and Zhang and Chen (2021) revealed that gamification effectively motivates learners and reduces anxiety in language acquisition. Similar results were reported also in other related studies (Huseinović, 2024;Rivera-Trigueros & Sánchez-Pérez, 2020;Waluyo et al., 2023), where a positive effect on foreign language skills was also observed. Furthermore, research suggests that increased use of gamification improves learners' motivation and the development of their language skills (Yang & Kang, 2022). ...
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Over the years, gamification has played an important role in English education. Despite the promising results, there is a scarcity of research on gamified English teaching. Additionally, most studies addressing this topic used tools with problematic validity, posing challenges in interpreting their findings. Therefore, the objectives were to develop and validate a measure assessing the teacher-perceived applicability of gamification applications and the perceived effect on learners’ motivation and learning outcomes. Two samples of 278 (M = 41.2, SD = 9.38; 81.3% females) and 333 (M = 43.7, SD = 9.2; 87% females) participants were used for Exploratory and Confirmatory Factor Analyses, respectively. Network analysis examined the mutual dynamics between the items. Additionally, two retest samples were collected to explore the stability of the scale. Measurement invariance was examined between the samples and education levels. The construct validity was assessed by examining associations with other constructs using Spearman’s Rank correlations. The results supported the four-factor model (CFI = 0.863; TLI = 0.85; RMSEA = 0.076; SRMR = 0.077) with excellent internal consistency (Cronbach’s α = 0.91 and McDonald’s ω = 0.94) and excellent stability (ICC = 0.96). The network analysis identified 9 communities. The measurement invariance revealed that the scale measures the same across different education levels and samples. Spearman’s Rank correlations suggested statistically significant associations between individual subscales and selected constructs except between learning outcomes and general point averages. Altogether, the scale exhibits a high temporal and cross-level robustness, making it a valuable tool for gamification assessment in English teaching.
... Previous research found that the participants stated that studying English helped them advance (Astriningsih & Mbato, 2019). Another claimed that learning a foreign language needs many strategies such as gamification which proved it helped the students in motivating themselves to learn English (Huseinović, 2024). In other situations, on both national and international scales, English usage has steadily increased annually since it became a popular means of communication (Seidlhofer, 2005) The widespread usage of English across numerous sectors has even been linked to professional achievements and financial prospects (Romrome & Mbato, 2023). ...
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This study aims to analyze the factors that influence students' attitudes and motivation in learning English as a Foreign Language. These factors include various elements that influence students' desire and interest in learning English, such as internal and external motivation, perception of the usefulness of English, and previous language learning experience. The method to be used is quantitative research using descriptive design. The population is all students of the English Department at Universitas Muhammadiyah Kalimantan Timur (UMKT). The population of this study was about 196 students, and the researcher randomly selected a sample of 132 students from the total population for this study. Based on the results of the study, 69.7% of students have the motivation to learn English because they want to have a profession related to the language later. This shows that most students have a strong motivation to learn English because they see a direct relevance between English language skills and future career opportunities.
... Researchers such as Shortt The observation findings echo existing research, supporting the notion that gamified language learning boosts student motivation and engagement. EG students' heightened participation, enthusiasm, and collaboration align with prior studies highlighting gamification's positive impact (Lamija, 2023;Asih & Halisiana, 2022). These outcomes emphasize gamification's effectiveness in fostering active learning environments conducive to language acquisition. ...
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This study adopts a mixed-methods approach, combining quantitative data from pre- and post-tests with qualitative data from observation to assess the impact of gamification on elementary school students' acquisition of foreign language skills as well as their motivation and engagement in EFL classroom. Thirty-two female students from Al-Shabeen Elementary School, currently in fifth grade and aged between ten and twelve years old, participated in the study. They share similar educational and cultural backgrounds. Sixteen students formed the experimental group (EG), engaging in educational games as part of their learning process, while the remaining sixteen students comprised the control group (CG), receiving traditional classroom instruction without gamification. Conducted in Rijal-Alma'a, Saudi Arabia, the study revealed significant differences between the experimental and control groups, particularly in areas such as pronunciation, intonation, fluency, accuracy, and vocabulary, indicating the efficacy of gamification in language learning. Furthermore, integrating gamification into language education is suggested to enhance student motivation, proficiency, and retention of language content, thereby informing future pedagogical practices and policies.
... Hence, the implementation of gamification can promote a growth mindset and assist students in developing a positive and resilient attitude towards learning mathematics. This ultimately can lead to overall academic success and confidence in their mathematical abilities (Huseinović, 2023). ...
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... An important area of modern educational science and methodology of using technologies in teaching foreign languages is the study of the beneficial prospects of turning typical speech activity into an easy and enjoyable game [1,2,3,4]. The attitude towards language learning has changed qualitatively not only on the part of students, but also on the part of teachers [5,6,7,8]. The trend is towards the creation of training opportunities through a more informal, elementary atmosphere and environment. ...
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... The results of this research also explore the use of chatbots in education and their dual role as media, learning technology, and teaching materials, similar to the findings of several scholars such as Huseinović (2024) and Jiménez (2024) in efficiently improving the academic results of undergraduate students. This research exploration extends to metaverse adaptive environments so that universities can modernize their curricula by emphasizing teacher and student communication, predicting student performance, providing meaningful lessons and feedback, and creating an active and sustainable classroom atmosphere. ...
Chapter
The aim of this research is to contribute knowledge on English language teaching materials with public health content based on AI-based design. The authors sought student input and information before starting to design modules for EFL based on AI-powered English classes. The subjects of this research were 51 public health students and two EFL lecturers to determine their needs. Based on these findings, all students strongly agree to provide teaching materials for AI-based English learning courses in higher education.
... To address these problems, there is a growing interest in using gami cation as a pedagogical method to improve learner motivation and engagement. Gami cation is the integration of game features, mechanics, and ideas into non-game contexts such as educational activities and coursework (Huseinović, 2024; Grabner-Hagen and Kingsley, 2023; Abu-Hammad and Hamtini, 2023; Khaldi, Bouzidi, and Nader, 2023; Firsova, Vasbieva and Abaev, 2023; Alsawaier, 2018; Osatuyi, Osatuyi and De La Rosa, 2018). Gami cation uses the motivational features of games to make learning more interesting, engaging, and rewarding for students. ...
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Gamification has emerged as a promising approach to enhance motivation and engagement in educational contexts, including computer science education. While anecdotal evidence and case studies suggest its potential benefits, empirical investigation within higher education settings is necessary to ascertain its effectiveness. Of particular importance is the impact of gamification on intrinsic motivation, which plays a crucial role in fostering enduring interest and satisfaction in learning. This paper addresses this gap by investigating the effects of gamification on learner motivation in higher education. To achieve this objective, a gamified learning intervention was developed and implemented among computer science students in higher education. A total of 127 participants enrolled in the computer science bachelor's program were involved in the study. Through rigorous analysis of student data, the study seeks to provide credible evidence regarding the influence of gamification on learner motivation, with a specific focus on intrinsic motivation. Findings suggest that gamification holds promise in enhancing motivation among students, thereby fostering a positive learning experience in computer science education. This research contributes to the growing body of literature on gamification in education and offers insights into its potential to drive meaningful motivation and engagement among learners in higher education settings.
... However, it is important to note that the effectiveness of gamification can vary based on the implementation and context. Research by (Huseinović, 2024) pointed out that the impact of gamification on learning outcomes depends on how well the game elements align with educational objectives and student needs. For example, poorly designed gamification that focuses too heavily on extrinsic rewards may lead to short-term engagement but fail to foster deep learning (Alsadoon, 2023). ...
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This study investigates the impact of gamification on student engagement, learning outcomes, and attitudes towards mathematics in middle school education. Utilizing a quasi-experimental design, 200 students were divided into an experimental group, which engaged with a gamified learning platform, and a control group, which followed a traditional curriculum. Pre-test and post-test measures of engagement, academic performance, and attitudes were collected using the Student Engagement Scale (SES), Mathematics Achievement Test (MAT), and Mathematics Attitude Inventory (MAI). The results indicated significant improvements in the experimental group's engagement levels, academic performance, and attitudes towards mathematics compared to the control group. These findings suggest that gamification can effectively enhance educational experiences and outcomes in mathematics by making learning more interactive and motivating. The study underscores the potential of gamification as a valuable pedagogical tool in mathematics education, though further research is recommended to explore its long-term effects and broader applicability.
... Gamification helps learners become more motivated, which improves their academic achievement. It is anticipated that the use of games in education will continue to develop and result in revolutionary adjustments to learning models, curricula, and teaching strategies (Huseinović, 2023). ...
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The purpose of this study is to uncover the challenges of teachers teaching qualitative research in North District, Tanjay City Division, for the school year 2023-2024. This study employed a phenomenological design to characterize and comprehend teachers' circumstances. The researcher used a qualified teacher to facilitate focus group discussion with the six participants following an interview guide to gather data and for reflexivity purposes. The FGD was conducted four times for data saturation purposes at one of the restaurants in Tanjay City since it was the participants’ choice and convenience. Moreover, purposive sampling was utilized by the researcher based on the selection criteria. Additionally, a consented audio recording proved to be helpful in accurately transcribing the participants' comments, which were subsequently subjected to thematic analysis. To do this, the researcher had to become familiar with the transcripts, create codes, group codes into themes, examine and clarify themes, and present results. The study revealed five themes: missed opportunities, diversity amidst challenges, management constraints, students’ attitudes towards research and resilience, and resourcefulness amidst challenges. This revealed that teachers’ lack of knowledge, training, irrelevant skills in the subject, students’ low comprehension skills, and lack of interest are the underlying challenges that teachers face in teaching qualitative research. However, despite these challenges, teachers demonstrated resilience and resourcefulness by finding ways to gain knowledge and practice that could help them deliver the subject. Consulting experienced teachers, sourcing out other references, localizing materials, and translating English to Cebuano, their mother tongue teachers helped them sustain the goal of their profession to teach. Thus, the results of this study will form the basis for innovation, training, and workshops for research teachers. This study recommends that Tanjay City Division strengthen any enhancement program that aims to capacitate the teachers in research. Moreover, future researchers can do instrumentation on thematic analysis to gauge the knowledge and skills of research teachers in analyzing qualitative data which will be the basis for innovation and future enhancement programs in research.
... The interactive elements of these tools offer a hands-on experience that traditional textbooks lack, keeping learners engaged and enhancing their language learning experience. This shift towards interactive and engaging digital tools signifies a significant Gamification has proven to be a powerful tool in enhancing learner engagement and motivation in language learning (Huseinović, 2023;La Cruz et al., 2023;Szabó & Kopinska, 2023). By incorporating game elements like points, levels, badges, and leaderboards, language learning platforms create a stimulating and competitive environment that fosters progress and enjoyment, ultimately encouraging regular practice crucial for language acquisition (Ruskulis et al., 2023). ...
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... Gamification refers to integrating game elements and mechanics into non-game contexts, such as educational activities and tasks (Huseinovic, 2023). The purpose of gamification in education is to make learning more enjoyable, interactive, and immersive, thereby enhancing students' engagement, motivation, and learning outcomes (Må rell-Olsson,2021). ...
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... The results of this research also explore the use of chatbots in education and their dual role as media, learning technology, and teaching materials, similar to the findings of several scholars such as Huseinović (2024) and Jiménez (2024) in efficiently improving the academic results of undergraduate students. This research exploration extends to metaverse adaptive environments so that universities can modernize their curricula by emphasizing teacher and student communication, predicting student performance, providing meaningful lessons and feedback, and creating an active and sustainable classroom atmosphere. ...
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... The aim of this research was to compare ESL students' performance under standard instruction and under the gamification technique Volume.6, Issue.4 (2023) (October-December) to determine how successful the gamification approach is in instruction anatomy (Huseinović, 2023). ...
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... Students' dissatisfaction with the system could also be explained by the fact that students who attend online classes are often disconnected and isolated, and it is necessary to use specific tools such as Discord and Teams, which should be in conjunction with the LMS because these tools help to increase connections, establish communities and increase student engagement and might have positive effects on LMS system success (Kahu et al., 2022) and student performance. Therefore, educational institutions seeking greater benefits from their systems should pay more attention to enforcing legislation and coordinating actions (Huseinović, 2023;Sulaiman et al., 2023), as well as to quality and organizational factors during LMS system design and implementation (Al Mulhem, 2020). Teaching staff should be trained to use LMS system efficiently, provide fast services to the students, understand and meet students' needs successfully (Dautbašić & Bećirović, 2022;Salim et al., 2021;Selinger & Gröstenberger, 2023). ...
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Introduction: This paper provided a comprehensive review of previous research on technologies surrounding gamified Augmented Reality (AR) and Virtual Reality (VR) and the effects of this amalgamation of Extended Reality (XR) on English language teaching and learning. Methods: A total of 138 articles were examined from six perspectives: explore the development of XR technology for use in education, especially English language learning; examine gamification; its theoretical background and the role motivation plays in gamified contexts; investigate if the pedagogical strategies associated with the integration of gamification techniques with XR technologies can improve English language learning; identify the potential benefits and challenges of using AR/VR technologies for teaching English; and detect current research limitations and gaps. Results: It was found that immersing learners into virtual and augmented worlds can improve vocabulary, bridge formal and informal learning, enable interaction and collaborative learning, provide opportunities for situated learning, and reduce anxiety. Overall, gamified AR had a meaningful effect on student learning outcomes. Discussion: Review implications include the need for: more prepared instructors utilizing XR technology; sufficient theoretical backing, such as frameworks and models; and research that compares traditional approaches and XR technology for teaching English.
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Using mobile ESL apps greatly impacts students' motivation. The main reason for using mobile apps is that the students learn in an engaging way using online/offline tools. Using mobile apps support the usual face to face learning by encouraging students to practice the language with the help of various multimedia-based assignments. This approach inspires learners to know more and discover L2 by using their smartphones. The use of portable technologies makes it easier for learners to study whenever and wherever they want. It also facilitates 'just-in-time' learning, where learners can often take advantage of unexpected free time, since they frequently have their devices with them. Learners can create, share, and adapt their own content and evaluate these in social media networks of peers, colleagues or others that are not necessarily sharing the same lesson or classroom, expanding the learning experience beyond the traditional teacher-centered classroom model. The researcher will survey some free mobile ESL apps, online and off-line, show how mobile ESL apps increased her students' sense of control and autonomy over their learning and reflect on the way the apps were used to improve students' ESL skills. The researcher will also share best practices on how mobile ESL apps can be used to motivate students and enhance the processes of teaching and learning.
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h4>This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and professionals in education as it appears to be an increasingly popular method to motivate learners. Nevertheless, it is still a nascent field in terms of empirical evidence available to firmly support its educational benefits. This paper intends to shed some more light on this topic through a comprehensive review of literature published in the most prominent journals. The present study is framed within the field of Second Language Acquisition (SLA) in higher education and Computer-Assisted Language Learning, and focuses on the effects of gamified learning environments on student’s motivation and learning. A Meta-analysis method was used to explore relevant empirical research published between 2011 and 2019. After reviewing a corpus of 68 papers drawn from the leading databases Scopus and Web Of Science, and from which only 15 could be included in the study, we can point out two main findings: (i) there is still very limited literature in the field of SLA and, (ii) results seem to be predominantly positive in terms of motivation and engagement but only a few studies confirm clear interconnections with learning outcomes. The results suggest a lack of solid correlations between Gamification, motivation and cognitive processes. </h4
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The theory of gamified learning (Landers RN, Simul Games 45(6):752–768. doi:10.1177/1046878114563660, 2014) presents a theoretical model in which game elements, drawn from the serious games literature, are used in isolation or in limited combination to gamify existing instructional processes in order to improve learning. Critically, individual game elements must be linked to specific behavioral, motivational, or attitudinal outcomes, which in turn must be linked to learning outcomes, in order for gamification to be effective. Without establishing such links, gamification may appear to be unsuccessful when implementations have in fact succeeded. In this chapter, we expand upon the theory of gamified learning by providing applied examples of each of the nine major categories of game elements and linking those elements theoretically to the behavioral and attitudinal constructs they are best predicted to affect. In short, we explain how to gamify learning in a scientifically supported fashion. We conclude with recommendations for both research and practice of gamification in learning.
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This paper reports on a study into the effects of digital game play on learners' Willingness to Communicate (WTC), or individuals' "readiness to enter into discourse at a particular time with a specific person or persons, using a L2" (MacIntyre, Dörnyei, Clément, & Noels, 1998, p. 547). Thirty Thai learners of English as a foreign language enrolled in a University language course completed six 90-minute lessons playing Ragnarok Online, a popular online role-playing game. The game had been installed on a private server and was thus only available to participants in the study. We modified the game to include special instructions, or quests (missions that players are assigned to accomplish in order to get items and progress throughout the game), designed to encourage collaboration and communication. To gauge participants' WTC, a series of questionnaires was designed, adapted from MacIntyre et al's (2001) WTC scale and previous studies on language and communication anxiety (Horwitz, Horwitz, & Cope, 1986; McCroskey & Richmond, 1982) and perceived competence (Compton, 2004; MacIntyre & Charos, 1996). These asked respondents about their (own perceptions of their) willingness to use English, as well as their confidence, anxiety, and perceived communicative competence in communicating in English. The questionnaires were administered at the start of the course, and again after six gaming sessions. Results on the first set of questionnaires showed that students had low confidence, high anxiety, low perceived competence, and low WTC. The second set of results showed a marked and significant improvement, with participants feeling more confident, less anxious, more competent, and more willing to communicate. We argue that the careful construction of tasks that draw on the affordances of games can have a positive effect on the language learning process.
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One major competence for learners in the 21st century is acquiring a second language (L2). Based on this, L2 instruction has integrated new concepts to motivate learners in their pursue of achieving fluency. A concept that is adaptable to digital natives and digital immigrants that are learning a L2 is Gamification. As a pedagogical strategy, Gamification is basically new, but it has been used successfully in the business world. Gamification not only uses game elements and game design techniques in non-game contexts (Werbach & Hunter, 2012), but also empowers and engages the learner with motivational skills towards a learning approach and sustaining a relax atmosphere. This personality factor as Brown (1994) addresses is fundamental in the teaching and learning of L2. This article covers aspects regarding language, second language learning methodology and approaches, an overview of the integration of technology towards L2 instruction, Gamification as a concept, motivational theory, educational implications for integrating the strategy effectively, and current applications used. It also calls for a necessity of empirical evidence and research in regards to the strategy.
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We synthesized the literature on gamification of education by conducting a review of the literature on gamification in the educational and learning context. Based on our review, we identified several game design elements that are used in education. These game design elements include points, levels/stages, badges, leaderboards, prizes, progress bars, storyline, and feedback. We provided examples from the literature to illustrate the application of gamification in the educational context.
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This book challenges the orthodox approach to the teaching of second language listening, which is based upon the asking and answering of comprehension questions. The book's central argument is that a preoccupation with the notion of 'comprehension' has led teachers to focus upon the product of listening, in the form of answers to questions, ignoring the listening process itself. The author provides an informed account of the psychological processes which make up the skill of listening, and analyses the characteristics of the speech signal from which listeners have to construct a message. Drawing upon this information, the book proposes a radical alternative to the comprehension approach and provides for intensive small-scale practice in aspects of listening that are perceptually or cognitively demanding for the learner. Listening in the Language Classroom was winner of the Ben Warren International Trust House Prize in 2008.