2023
DOI: 10.53880/2744-2373.2023.4.10
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The Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education

Abstract: Gamification has grown tremendously in popularity and is now widely used in various fields including information and communication technology (ICT), healthcare, marketing, education and business. Its core principle revolves around the integration of elements from games into non-game environments with the ultimate goal of shaping behavior, enhancing motivation, and fostering increased engagement (Caponetto, 2014). The main aim of this study is to investigate the impact of gamification on student motivation and … Show more

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Cited by 10 publications
(2 citation statements)
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References 53 publications
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“…The involvement of certain elements of the studied methodology in primary school, in particular, makes it possible to increase the effectiveness of the educational process through the introduction of games, and the definition of the concept of "robotics" as an interdisciplinary concept is provided, which simplifies its use in a practical format with the help of a system of connections in the educational process of primary school. (Rakhmanina et al, 2022;Huseinović, 2024;Wang, 2023). The problem of using computer and Internet technologies in public administration has been researched by Ukrainian scientists (Akimov et al, 2020;Aleinikova et al, 2020;Kotenko et al, 2020;Levytska et al, 2020;Popovych et al, 2020;Kryshtanovych et al, 2021;Kryshtanovych et al, 2022;Akimova et al, 2022;Semenets-Orlova et al, 2022).…”
Section: Literature Reviewmentioning
confidence: 99%
“…The involvement of certain elements of the studied methodology in primary school, in particular, makes it possible to increase the effectiveness of the educational process through the introduction of games, and the definition of the concept of "robotics" as an interdisciplinary concept is provided, which simplifies its use in a practical format with the help of a system of connections in the educational process of primary school. (Rakhmanina et al, 2022;Huseinović, 2024;Wang, 2023). The problem of using computer and Internet technologies in public administration has been researched by Ukrainian scientists (Akimov et al, 2020;Aleinikova et al, 2020;Kotenko et al, 2020;Levytska et al, 2020;Popovych et al, 2020;Kryshtanovych et al, 2021;Kryshtanovych et al, 2022;Akimova et al, 2022;Semenets-Orlova et al, 2022).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Gamification refers to integrating game elements and mechanics into non-game contexts, such as educational activities and tasks (Huseinovic, 2023). The purpose of gamification in education is to make learning more enjoyable, interactive, and immersive, thereby enhancing students' engagement, motivation, and learning outcomes (Må rell-Olsson,2021).…”
Section: Definition Of Gamificationmentioning
confidence: 99%