Impact on Gamification on Learning and Teaching Languages: A Study among Ug Students

Purpose: The study mainly focuses on conducting an analysis of the impact of gamification on the language learning process among UG students. Methodology: The researcher has applied a mixed method of data analysis consisting of both primary and secondary quantitative data. With a sample of randomly selected 91 undergraduate students from 10 different universities in India, the researcher has focused on surveying with 16 close-ended questions. Their answers are gathered in an Excel sheet, and through the usage of IBM SPSS the researcher has conducted the primary study. On the other hand, depending on two themes regarding the aspects of different online gamifying platforms, the researcher has chosen two articles already published in 2021 and 2022, for analysing the necessary secondary data. Results: The results show that almost 91.1% of participants are aware of Gamification in language learning. Most students have agreed that their grammar skills have developed based on gamification. Moreover, a high dependency is seen on the role of gamifying simulative platforms in enhancing the lingual problem-solving skills of the students, with a value of 0.843.

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Publication Details

Journal
Computer Fraud & Security
Published
2024-09-30
DOI
https://doi.org/10.52710/cfs.322
Primary Topic
Technology-Enhanced Education Studies
Type
article
Field-Weighted Citation Impact
0.00

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article

Impact on Gamification on Learning and Teaching Languages: A Study among Ug Students

Aayesha Sagir Khan
Computer Fraud & Security
Technology-Enhanced Education Studies
article

Impact on Gamification on Learning and Teaching Languages: A Study among Ug Students

Aayesha Sagir Khan
article en

Abstract

Purpose: The study mainly focuses on conducting an analysis of the impact of gamification on the language learning process among UG students. Methodology: The researcher has applied a mixed method of data analysis consisting of both primary and secondary quantitative data. With a sample of randomly selected 91 undergraduate students from 10 different universities in India, the researcher has focused on surveying with 16 close-ended questions. Their answers are gathered in an Excel sheet, and through the usage of IBM SPSS the researcher has conducted the primary study. On the other hand, depending on two themes regarding the aspects of different online gamifying platforms, the researcher has chosen two articles already published in 2021 and 2022, for analysing the necessary secondary data. Results: The results show that almost 91.1% of participants are aware of Gamification in language learning. Most students have agreed that their grammar skills have developed based on gamification. Moreover, a high dependency is seen on the role of gamifying simulative platforms in enhancing the lingual problem-solving skills of the students, with a value of 0.843.

Computer Fraud & Security
King Khalid University
Openalex Percentile: Top 63%
Technology-Enhanced Education Studies
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Impact on Gamification on Learning and Teaching Languages: A Study among Ug Students — Aayesha Sagir Khan · Computer Fraud & Security (2024) | TGRS Research Map | TGRS