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.
Authors
- Jakub Helvich (ORCID: https://orcid.org/0000-0002-2787-0757)
- Štěpán Hubálovský (ORCID: https://orcid.org/0000-0002-1570-222X)
- Kateřina Juklová (ORCID: https://orcid.org/0000-0003-2351-1703)
- Lukáš Novák (ORCID: https://orcid.org/0000-0002-7582-2098)
Institutions
- Palacký University Olomouc (CZ)
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
- 0.00