Using gamification to enhance sixth grade pupils' motivation

  • Hassan M
  • Emam H
  • sayed F
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Abstract

Gamification is a comparatively new concept in education, especially in teaching EFL. Hence, this study aimed to explore the effect of using gamification to enhance sixth grade pupils' motivation. The researcher adopted the quasi- experimental approach. The sample of the study consisted of (50) pupils who distributed into two groups: A control group and experimental one, each of them has 25 pupils at Balat primary school. An electronic program –based on gamification was used in teaching the experimental group while the traditional method was used with the control one. In addition, a motivation scale (pre & post) was used to determine the pupils' motivation for English language. Moreover, the results of the study revealed that there were significant differences in post application of the motivation scale between both groups in favor of the experimental group. In this study, gamification was considered effective in enhancing EFL learners' motivation. Thus, gamification efficiency may be due to its challenging and motivating nature in adding inspiring gaming elements to traditional learning. This study recommends the use of gamification as a useful and strategy for enhancing pupils' motivation for English language

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APA

Hassan, M. S., Emam, H. E., & sayed, F. R. A. (2023). Using gamification to enhance sixth grade pupils’ motivation. المجلة العلمية لکلية التربية جامعة الوادي الجديد, 15(44), 226–239. https://doi.org/10.21608/sjsw.2023.288031

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