The effect of gamification with web 2.0 tools on efl learners' motivation and academic achievement in online learning environments
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info:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by/3.0/us/Date
2024Metadata
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New teaching and learning practices related to gamified tools in online learning environments have become even more important during the pandemic and will continue to reshape educational processes, including higher education institutions, in the
post-pandemic period. In line with this, the present study aimed to investigate the effects of gamification with Web 2.0 tools
including Kahoot!, Socrative, Quizizz, and Mentimeter on EFL learners’ motivation and academic achievement levels in online
learning environments through a quasi-experimental research method and was based on a mixed-method sequential explanatory research design. The participants of the study are 60 freshman learners studying at a state university in T€urkiye. The data
were obtained through a scale, an Achievement Test, and a semi-structured interview. The quantitative data were analyzed
via statistical measures, and the qualitative data were analyzed through content analysis. The findings indicated that the treatment via gamified Web 2.0 tools had a statistically significant difference in favor of the experimental group in terms of the participants’ motivation/course interest levels and the experimental group scored higher on the Achievement Test compared to
the control group.
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Sage OpenVolume
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