The effect of gamification with web 2.0 tools on efl learners' motivation and academic achievement in online learning environments

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SAGE Publications Inc.

Erişim Hakkı

info:eu-repo/semantics/openAccess

Özet

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.

Açıklama

Temel, Tuba (Balikesir Author)

Anahtar Kelimeler

Gamification, Motivation, Web 2.0 Tools, Online Learning, Academic Achievement

Kaynak

Sage Open

WoS Q Değeri

Scopus Q Değeri

Cilt

14

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2

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Onay

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Aksi belirtilmedikçe, bu öğenin lisansı şu şekilde tanımlanmıştır info:eu-repo/semantics/openAccess