The analysis of cross-applicational effectiveness of gamification in English teaching

Over the last decade, gamification applications have successfully permeated the English language learning framework with promising results. However, there is still a notable scarcity of quality research on gamified English teaching. Specifically, how English teachers perceive individual gamification applications and how their perceptions differ. The objective is to compare English teachers' perceptions of gamification applications and explore their perceived differential impact on learners' motivation, language learning outcomes, GPAs, and applicability. A sample of 615 Czech English teachers was used to conduct a series of Kruskal-Wallis and subsequent post-hoc tests to examine the differences between four gamification applications (Kahoot!, Quizizz, Quizlet, and Wordwall). The analysis found no statistically significant difference between the applications in how they impact learners' motivation, language learning outcomes, and GPAs, but statistically significant differences have been found between Quizizz, Kahoot!, and Quizlet in how they are applicable to English teaching.

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Publication Details

Journal
International Journal of Innovation and Learning
Published
2024-09-28
DOI
https://doi.org/10.1504/ijil.2025.10066934
Primary Topic
Educational Practices and Challenges
Type
article
Field-Weighted Citation Impact
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article

The analysis of cross-applicational effectiveness of gamification in English teaching

Jakub Helvich, Štěpán Hubálovský, Kateřina Juklová, Lukáš Novák
International Journal of Innovation and Learning
Educational Practices and Challenges
article

The analysis of cross-applicational effectiveness of gamification in English teaching

Jakub Helvich, Štěpán Hubálovský, Kateřina Juklová, Lukáš Novák
article en

Abstract

Over the last decade, gamification applications have successfully permeated the English language learning framework with promising results. However, there is still a notable scarcity of quality research on gamified English teaching. Specifically, how English teachers perceive individual gamification applications and how their perceptions differ. The objective is to compare English teachers' perceptions of gamification applications and explore their perceived differential impact on learners' motivation, language learning outcomes, GPAs, and applicability. A sample of 615 Czech English teachers was used to conduct a series of Kruskal-Wallis and subsequent post-hoc tests to examine the differences between four gamification applications (Kahoot!, Quizizz, Quizlet, and Wordwall). The analysis found no statistically significant difference between the applications in how they impact learners' motivation, language learning outcomes, and GPAs, but statistically significant differences have been found between Quizizz, Kahoot!, and Quizlet in how they are applicable to English teaching.

International Journal of Innovation and LearningVol. 1(1)
Palacký University Olomouc (CZ)
Openalex Percentile: Top 77%
Educational Practices and Challenges
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