A Systematic Review of Gamification and Its Assessment in EFL Teaching

Author:

Helvich Jakub1ORCID,Novak Lukas2ORCID,Mikoska Petr3,Hubalovsky Stepan1

Affiliation:

1. Department of Applied Cybernetics, Faculty of Science, University of Hradec Kralove, Czech Republic

2. Olomouc University Social Health Institute, Palacky University in Olomouc, Czech Republic

3. Department of Pedagogy and Psychology, Faculty of Education, University of Hradec Kralove, Czech Republic

Abstract

The aim of this study is to examine the satisfaction of EFL teachers with gamification platforms as well as to investigate how EFL teachers perceive gamification and its effects on pupils' motivation and learning outcomes. Five major databases (ERIC, Scopus, WoS, EBSCO, ProQuest) and Google Scholar were used to search for relevant studies. The study followed the PRISMA guidelines and the PICO framework. Inter-rater reliability analyses were performed for both study selection and study quality assessment. Eleven relevant quantitative or mixed studies were identified. The findings indicate that EFL teachers perceived a positive effect of gamification on pupils' motivation and are satisfied with the applicability of gamification platforms. The findings revealed that internet and technology issues and a lack of teachers' skills are the most prominent negative factors when implementing gamification. Further experimental research is needed to provide evidence of the EFL teacher-perceived effectiveness of gamification on learning outcomes.

Publisher

IGI Global

Subject

Computer Science Applications,Computer Vision and Pattern Recognition,Linguistics and Language,Education

Cited by 3 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. English teachers’ gamification satisfaction and perception scale (ETGSPS) development and validation;Education and Information Technologies;2024-09-10

2. Gamification and Language Learning;Advances in Educational Technologies and Instructional Design;2024-07-24

3. Embracing Lifelong Learning Through Gamified Flipped Learning;Advances in Educational Technologies and Instructional Design;2024-04-05

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