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The Effect of Gamification with Web 2.0 Tools on EFL Learners’ Motivation and Academic Achievement in Online Learning Environments

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  • Tuba Temel
  • KürÅŸat Cesur

Abstract

New teaching and learning practices related to gamified tools in online learning environments have become even more important during the pandemic and will continue to reshape educational processes, including higher education institutions, in the post-pandemic period. In line with this, the present study aimed to investigate the effects of gamification with Web 2.0 tools including Kahoot!, Socrative, Quizizz , and Mentimeter on EFL learners’ motivation and academic achievement levels in online learning environments through a quasi-experimental research method and was based on a mixed-method sequential explanatory research design. The participants of the study are 60 freshman learners studying at a state university in Türkiye. The data were obtained through a scale, an Achievement Test, and a semi-structured interview. The quantitative data were analyzed via statistical measures, and the qualitative data were analyzed through content analysis. The findings indicated that the treatment via gamified Web 2.0 tools had a statistically significant difference in favor of the experimental group in terms of the participants’ motivation/course interest levels and the experimental group scored higher on the Achievement Test compared to the control group.

Suggested Citation

  • Tuba Temel & KürÅŸat Cesur, 2024. "The Effect of Gamification with Web 2.0 Tools on EFL Learners’ Motivation and Academic Achievement in Online Learning Environments," SAGE Open, , vol. 14(2), pages 21582440241, May.
  • Handle: RePEc:sae:sagope:v:14:y:2024:i:2:p:21582440241247928
    DOI: 10.1177/21582440241247928
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    2. Jukka Orava & Pete Worrall, 2011. "Creative Networks of Practice Using Web 2.0 Tools," International Journal of Virtual and Personal Learning Environments (IJVPLE), IGI Global, vol. 2(1), pages 37-53, January.
    3. Abdullah Yasin Gündüz & Buket Akkoyunlu, 2020. "Effectiveness of Gamification in Flipped Learning," SAGE Open, , vol. 10(4), pages 21582440209, December.
    4. Zhonggen Yu, 2022. "Sustaining Student Roles, Digital Literacy, Learning Achievements, and Motivation in Online Learning Environments during the COVID-19 Pandemic," Sustainability, MDPI, vol. 14(8), pages 1-14, April.
    5. Rui Li, 2021. "Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence?," SAGE Open, , vol. 11(1), pages 21582440211, March.
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