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

dc.authorid:0000-0003-4438-060Xen_US
dc.authorid0000-0001-5091-9793en_US
dc.contributor.authorTemel, Tuba
dc.contributor.authorCesur, Kürşat
dc.date.accessioned2025-01-20T12:35:46Z
dc.date.available2025-01-20T12:35:46Z
dc.date.issued2024en_US
dc.departmentYüksekokullar, Yabancı Diller Yüksekokulu, Yabancı Diller Bölümüen_US
dc.descriptionTemel, Tuba (Balikesir Author)en_US
dc.description.abstractNew 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.en_US
dc.identifier.doi10.1177/21582440241247928
dc.identifier.endpage19en_US
dc.identifier.issn2158-2440
dc.identifier.issue2en_US
dc.identifier.scopus2-s2.0-85195152333
dc.identifier.scopusqualityQ1
dc.identifier.startpage1en_US
dc.identifier.urihttps://doi.org/10.1177/21582440241247928
dc.identifier.urihttps://hdl.handle.net/20.500.12462/15847
dc.identifier.volume14en_US
dc.identifier.wosWOS:001236318700001
dc.identifier.wosqualityQ1
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoenen_US
dc.publisherSAGE Publications Inc.en_US
dc.relation.ispartofSage Openen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/us/*
dc.subjectGamificationen_US
dc.subjectMotivationen_US
dc.subjectWeb 2.0 Toolsen_US
dc.subjectOnline Learningen_US
dc.subjectAcademic Achievementen_US
dc.titleThe effect of gamification with web 2.0 tools on efl learners' motivation and academic achievement in online learning environmentsen_US
dc.typeArticleen_US

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