2022
DOI: 10.1155/2022/2482570
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Assessing the Effects of Gamification on Developing EFL Learners’ Idiomatic Knowledge: Do Attitudinal Factors Contribute to the Learning of the Idioms with the Game?

Abstract: Regarding the attractiveness of educational games for EFL learners, the present research intended to investigate the effects of gamification on improving Iranian EFL learners’ idiomatic knowledge. In addition, the current research examined the attitudes of Iranian EFL learners towards using gamification in English learning in the Iranian EFL context. Firstly, to carry out this research, the researchers administered the Oxford Quick Placement Test (OQPT) to 84 Iranian EFL learners and selected 50 upper-intermed… Show more

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Cited by 3 publications
(5 citation statements)
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“…After experiencing the two types of quizzes, more students in each group selected gamified e-quizzes over the conventional e-quizzes. As for their selection reasons, the students reported that they favored the gamified e-quiz mode because of the enjoyable and motivating experiences in low-anxious environments, confirming previous gamification research [26].…”
Section: Discussionsupporting
confidence: 81%
See 4 more Smart Citations
“…After experiencing the two types of quizzes, more students in each group selected gamified e-quizzes over the conventional e-quizzes. As for their selection reasons, the students reported that they favored the gamified e-quiz mode because of the enjoyable and motivating experiences in low-anxious environments, confirming previous gamification research [26].…”
Section: Discussionsupporting
confidence: 81%
“…With a more rigorous research design, Ahmed et al [26] examined the effects of gamification on Iranian EFL learners' idiomatic knowledge. Using an experimental design, the researchers found that gamification helped the learners improve their idiomatic knowledge.…”
Section: Literature Reviewmentioning
confidence: 99%
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