THE IMPACT OF GAMIFICATION ON STUDENT MOTIVATION IN LEARNING ENGLISH AS A FOREIGN LANGUAGE

2024

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DOI 10.52269/22266070_2024_4_199
Data confidence 70 medium
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Abstract

This study is an attempt to explore the effects of gamification on the motivation of EFL learners in the context of primary education. With a mixed-method approach, this research combines the results from surveys, classroom observations, and interviews in assessing the ways through which the components of gamification – points, badges, leader boards, and rewards – affect students' engagement and intrinsic motivation. The results indicate that gamification contributes to the creation of an engaging educational atmosphere, thereby increasing motivation, participation, and satisfaction among learners. Furthermore, individualized learning experiences offered through platforms such as Kahoot and Quizlet allow students to advance according to their own pace while obtaining prompt feedback, which enhances their motivation. Nevertheless, the study highlights obstacles, such as the necessity for sufficient technological resources and educator training to successfully execute gamification techniques. Despite these challenges, the potential of gamification to create positive classroom environments and improve educational outcomes is indicated by the study. As such, this study offers insights to teachers and curriculum developers interested in integrating game-like approaches into primary school English teaching through its addition to the burgeoning literature base on gamification in education. The study underlines the importance of aligning the elements of gamification with the curricular goals so as to maximize their pedagogical benefits.