Effects of Rewards on Motivation and Student Achievement in Digital Game-Based Learning in Teaching English as a Foreign Language for Primary School Pupils in Kazakhstan

This study examines the impact of rewards on motivation and academic performance in digital game-based learning (DGBL) for teaching English as a foreign language to primary school students in Kazakhstan. The main objective is to evaluate how incentive systems influence student engagement and achievement, addressing a gap in the existing literature on the effectiveness of rewards in educational environments. Using a quasi-experimental design, 46 fourth-grade students were divided into a control group that received traditional instruction and an experimental group that engaged in DGBL with rewards. Data were collected through questionnaires measuring motivation and academic performance before and after the intervention. The results showed that students in the experimental group demonstrated significantly higher motivation and better educational outcomes than the control group. This study concludes that rewards can effectively enhance motivation and performance in DGBL, providing practical recommendations for educators to incorporate rewards in a balanced manner to sustain long-term engagement and learning success. Future research should explore the long-term effects of such interventions in different educational contexts.

Authors

Publication Details

Journal
Arab World English Journal
Published
2024-09-13
DOI
https://doi.org/10.24093/awej/vol15no3.8
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
2.37
Controls
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article

Effects of Rewards on Motivation and Student Achievement in Digital Game-Based Learning in Teaching English as a Foreign Language for Primary School Pupils in Kazakhstan

Marzhan Moldakassymovna Duisenova, Ainur Zhorabekova
3 citations
Arab World English Journal
Educational Games and Gamification
2.37
article

Effects of Rewards on Motivation and Student Achievement in Digital Game-Based Learning in Teaching English as a Foreign Language for Primary School Pupils in Kazakhstan

Marzhan Moldakassymovna Duisenova, Ainur Zhorabekova
article en
3 citations

Abstract

This study examines the impact of rewards on motivation and academic performance in digital game-based learning (DGBL) for teaching English as a foreign language to primary school students in Kazakhstan. The main objective is to evaluate how incentive systems influence student engagement and achievement, addressing a gap in the existing literature on the effectiveness of rewards in educational environments. Using a quasi-experimental design, 46 fourth-grade students were divided into a control group that received traditional instruction and an experimental group that engaged in DGBL with rewards. Data were collected through questionnaires measuring motivation and academic performance before and after the intervention. The results showed that students in the experimental group demonstrated significantly higher motivation and better educational outcomes than the control group. This study concludes that rewards can effectively enhance motivation and performance in DGBL, providing practical recommendations for educators to incorporate rewards in a balanced manner to sustain long-term engagement and learning success. Future research should explore the long-term effects of such interventions in different educational contexts.

Arab World English JournalVol. 15(3)
Quality Education
Openalex Percentile: Top 11%
Educational Games and Gamification
2.37
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Effects of Rewards on Motivation and Student Achievement in Digital Game-Based Learning in Teaching English as a Foreign Language for Primary School Pupils in Kazakhstan — Marzhan Moldakassymovna Duisenova, Ainur Zhorabekova · Arab World English Journal (2024) | TGRS Research Map | TGRS