Enhancing EFL Learning Through Computer-Based Gamification: An Investigation of Impact.

Brahim Mrissa, Khadija Anasse
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Abstract

This study examines the impact of computer-based gamification on English language learning among adult and young learners. In order to gauge any potential impact of this teaching technique on learners, empirical research has been conducted using a quantitative design. Relevant data was collected using two quantitative data collection instruments; a questionnaire and a proctored test. The questionnaire sought to get insights into adult learners’ perspectives with regard to web-based learning while the test measured any impact of using Kahoot on English language performance and retention. The current study showed that the use of Kahoot positively affects learners' performance, motivation, engagement, and retention of English language skills and components. Besides, this research offers valuable recommendations to ESL teachers and designers of teaching materials as well, suggesting more integration of gamification in language teaching programs to enhance motivation and enjoyment in the EFL classroom. Furthermore, it emphasizes some advantages and drawbacks of integrating web-based gamification in teaching.  
通过基于计算机的游戏化加强 EFL 学习:影响调查。
本研究探讨了基于计算机的游戏化对成人和青少年英语学习者的影响。为了评估这种教学技术对学习者的潜在影响,我们采用定量设计进行了实证研究。相关数据是通过两种定量数据收集工具收集的:问卷调查和模拟测试。调查问卷旨在了解成人学习者对网络学习的看法,而测试则衡量了使用 Kahoot 对英语成绩和保留率的影响。目前的研究表明,Kahoot 的使用对学习者的表现、学习动机、参与度以及英语语言技能和内容的保持都有积极影响。此外,本研究还为英语教师和教材设计者提供了有价值的建议,建议在语言教学项目中更多地融入游戏化,以提高英语课堂教学的积极性和趣味性。此外,研究还强调了将网络游戏化融入教学的一些优点和缺点。
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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