MAP Education and Humanities (MAPEH) / Volume 4

ORIGINAL RESEARCH PAPER

The Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education

by Lamija Huseinović 1 ORCID ID for Lamija Huseinović

1 International Burch University, Sarajevo, Bosnia and Herzegovina

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 academic performance in the specific context of teaching English as a foreign language (EFL) at higher education institutions in Bosnia and Herzegovina. To conduct this study, a cohort of 202 students attending both private and public universities in Bosnia and Herzegovina was carefully selected using targeted snowball sampling techniques. The questionnaire distributed to the participants included 57 items from various areas, including academic achievement, frequency and proficiency in using language learning apps, motivation and attitudes towards app-based language learning, and perceived improvements in listening, speaking, reading and writing skills This is attributed to the use of apps to learn the English language (ELL). To analyze the gathered data, descriptive statistics, tests for normality, reliability analysis, and linear regression were employed. The results of the study indicate a significant impact of gamification strategies on students’ motivation to learn English as a foreign language, as well as their overall success in EFL learning and academic achievement. In higher education settings, the inclusion of games has been shown to have a positive impact on students’ listening, speaking, reading and writing skills. In addition, gamification contributes to the motivation of the students and thus increases their academic performance. The integration of games into education is expected to continue to evolve and lead to transformative changes in curricula, teaching methods and learning models. Consequently, acquiring ICT skills among academic staff is crucial to effectively mentoring students and ensuring successful educational experiences.

Keywords: gamification, student motivation, academic achievement, language skills, English language learning

HOW TO CITE THIS ARTICLE
Huseinović L. (2023). The Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education, MAP Education and Humanities, 4, 10-36. doi: https://doi.org/10.53880/2744-2373.2023.4.10

MAP Education and Humanities

Volume 4

ISSN: 2744-2373/ © The Authors.
Published by MAP - Multidisciplinary Academic Publishing.

Article Submitted: 22 June 2023
Article Accepted: 11 July 2023
Article Published: 12 July 2023


Correspondence concerning this article should be addressed to the author(s).

DOI: https://doi.org/10.53880/2744-2373.2023.4.10

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