Investigating the Role of Gamification in Enhancing Language Learning Among Elementary School Students

Muaricoela Topushipambao
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Abstract

The use of gamification to improve language learning results for primary school kids is investigated in this study. We quantitatively assess the effects of gamification on linguistic competence, motivation, engagement, and potential confounding variables using a mixed-methods approach. Language proficiency scores significantly increased between the pre- and post-testing phases, on average by 6.25 points, demonstrating the value of gamification in accelerating language learning. Gamification has the ability to increase intrinsic motivation and engagement, as evidenced by its high mean motivation scores (4.25), and engagement scores (4.12).  The results of the correlation study revealed a moderate link between "Socioeconomic Status" and post-test results (r = 0.28, p 0.05), suggesting the possible impact of socioeconomic background on academic results. This is consistent with studies by Sirin (2005) that highlights socioeconomic status as a factor of academic achievement. The findings highlight gamification's potential to transform educational environments, promote linguistic proficiency, and close educational gaps, highlighting the need for thorough implementation methodologies.
游戏化在促进小学生语言学习中的作用研究
本研究探讨了游戏化对小学生语言学习效果的影响。我们使用混合方法定量评估了游戏化对语言能力、动机、参与和潜在混杂变量的影响。语言能力得分在测试前后显著提高,平均提高6.25分,显示了游戏化在加速语言学习方面的价值。游戏化能够提高内在动机和用户粘性,其平均动机得分(4.25)和用户粘性得分(4.12)都很高。相关研究结果显示,“社会经济地位”与后测成绩之间存在适度的联系(r = 0.28, p 0.05),表明社会经济背景可能对学业成绩产生影响。这与Sirin(2005)的研究一致,该研究强调社会经济地位是学术成就的一个因素。研究结果强调了游戏化在改变教育环境、提高语言熟练程度和缩小教育差距方面的潜力,强调了对全面实施方法的需求。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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