Gamification influence on motivation in the EFL classroom
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Date
2023-03
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Abstract
It is undeniable that our current education is immersed in a changing world.
Teachers and students both are facing different challenges posed by reality. To
counterattack these challenges, one must adapt and immerse themselves by the
implementation of didactic technological tools that alter traditional teaching
methods. The integration of gamification in the EFL classroom can improve
students’ motivation overall. The continuous transformation of teaching methods
and techniques around the world has become challenging for educators in the world
with globalization. Adapting to new methods can be frustrating for the grand
majority since getting out of the comfort zone requires the educator to start from
scratch. The era of technology demands innovative technological teaching tools that
have a positive impact in the learning environment. This present study describes
“gamification influence on motivation in the EFL classrooms.” This investigation
was coordinated to use a qualitative and quantitative methodology by administering
a validated questionnaire to a hundred and eleven students from the target
population. The purpose of this questionnaire was to analyze and see how
gamification influences motivation in the EFL classroom. The subjects of the
questionnaire were university students of the first, second and third semesters of the
Pedagogy of National and Foreign Languages (PINE) program at Universidad
Técnica de Ambato. In order to analyze the data efficiently in this study the use of
the IBM SPSS software was implemented. This aided in the investigation to
obtained the most genuine and assertive results. Thinking about the results theyxvi
determined that students do prefer having their classes gamified. Streamlined
classes are monotonous with their traditional methods. Gamification expands the
setting of the classroom with dynamic activities for all students. Overall, the survey
results determined that gamification has a significant influence on students’
motivation since improves their overall performance in the classroom environment
dynamically
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Keywords
GAMIFICATION, MOTIVATION, GAME ELEMENTS, INTRINSIC MOTIVATION, EXTRINSIC MOTIVATION