Publication:
Investigating achievement, motivation and attitude in a gamified English course

cris.virtual.department#PLACEHOLDER_PARENT_METADATA_VALUE#
cris.virtual.orcid#PLACEHOLDER_PARENT_METADATA_VALUE#
cris.virtualsource.department7263e7e4-cbc6-4b2b-9492-54e0e6bfa4a7
cris.virtualsource.orcid7263e7e4-cbc6-4b2b-9492-54e0e6bfa4a7
dc.contributor.affiliationTurkish Aeronautical Association; Turk Hava Kurumu University; Hacettepe University
dc.contributor.authorErtan, Kubra; Kocadere, Selay Arkun
dc.date.accessioned2024-06-25T11:44:53Z
dc.date.available2024-06-25T11:44:53Z
dc.date.issued2024
dc.description.abstractIn this study, a gamified English course was designed, and 37 college students took part in it for five weeks. The study aimed to assess achievement, motivation and attitude in terms of students' language levels and to get students' views and suggestions towards the gamified course. Data were collected through an achievement test, a motivation scale for gamification, an attitude scale for gamification, and a questionnaire with open-ended questions. Findings revealed a significant increase in students' achievements with a large effect size. Students' motivation points were high, and their attitude was positive towards gamification. However, these effects were not different in terms of their language level. Based on the students' views, it can be asserted that students showed positive attitudes towards competition in the gamified course, gamification made lessons interesting, motivated students to participate in classes, supported their learning, created a fun environment, and improved their self-confidence.
dc.description.doi10.1504/IJTEL.2024.137639
dc.description.issue2
dc.description.pages24
dc.description.researchareasEducation & Educational Research
dc.description.urihttp://dx.doi.org/10.1504/IJTEL.2024.137639
dc.description.volume16
dc.description.woscategoryEducation & Educational Research
dc.identifier.issn1753-5255
dc.identifier.urihttps://acikarsiv.thk.edu.tr/handle/123456789/1182
dc.language.isoEnglish
dc.publisherINDERSCIENCE ENTERPRISES LTD
dc.relation.journalINTERNATIONAL JOURNAL OF TECHNOLOGY ENHANCED LEARNING
dc.subjectgamification; game elements; gamification design; EFL
dc.subjectSTUDENT ENGAGEMENT; GAMIFICATION; PERCEPTIONS; BADGES; GAMES; PERFORMANCE; STRATEGIES; VOCABULARY; EDUCATION; ELEMENTS
dc.titleInvestigating achievement, motivation and attitude in a gamified English course
dc.typeArticle
dspace.entity.typePublication

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