English vocabulary learning through gamification with Tic‐Tac‐Toe in Flippity‐Connecto: The prediction of gameplay self‐efficacy to anxiety, interest and flow experience

Abstract A wide variety of gamification tools are available for language learning; however, few studies have explored the impact of Flippity‐Connecto (hereafter referred to as Connecto) on learners' cognitive and affective processes. Connecto, a game similar to Tic‐Tac‐Toe, was designed to assist students in learning English as a foreign language (EFL). This study utilized the Tic‐Tac‐Toe mechanism to engage students in competitive English vocabulary learning. Grounded in the achievement emotion model, this research examined the relationships among learning interest, gameplay anxiety and flow experience while students played the game. In a single‐group quasi‐experimental study, sixth‐grade students from an elementary school played the game three times over a period of 3 weeks, followed by the completion of questionnaires. A total of 123 valid questionnaires were collected. Structural equation modelling results revealed that: (1) gameplay self‐efficacy negatively predicted gameplay anxiety and positively predicted learning interest and (2) flow experience was negatively predicted by gameplay anxiety and positively predicted by learning interest. The finding that gameplay anxiety can enhance flow experience challenges conventional views, suggesting that anxiety may energize players when facing challenges, akin to being psyched up. These findings provide insights into the complex dynamics of gamified language learning, underscoring the importance of self‐efficacy, anxiety management and interest in fostering EFL learning. Practitioner notes What is already known about this topic Gamification tools have the potential to enhance vocabulary learning. Games like Tic‐Tac‐Toe, known for their uncertainty and quick outcomes, contribute to player motivation. Flow, characterized by deep immersion and enjoyment during gameplay in language learning, can be hindered by learner anxiety. What this paper adds We investigated the relationship between players' self‐efficacy, activated positive emotions and deactivated negative emotions during Connecto gameplay, shedding light on the intricate dynamics of gamified language learning. We utilized the achievement emotion model to demonstrate that gameplay self‐efficacy correlates negatively with gameplay anxiety and positively with learning interest. The results highlight how gameplay anxiety can enhance flow experience, challenging conventional views and suggesting that it may energize players when facing challenges, akin to being psyched up. Implications for practice Connecto can be effectively implemented for EFL learners, particularly those demonstrating high levels of gameplay self‐efficacy. Designers and developers can create gamification features emphasizing positive emotional aspects like competition to effectively engage players in language vocabulary learning. Leveraging gameplay self‐efficacy and managing gameplay anxiety, gamification can become a powerful tool for fostering engagement and improving learning outcomes.

Authors

Institutions

Publication Details

Journal
British Journal of Educational Technology
Published
2025-02-18
DOI
https://doi.org/10.1111/bjet.13577
Citations
5
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
17.22

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

English vocabulary learning through gamification with Tic‐Tac‐Toe in Flippity‐Connecto: The prediction of gameplay self‐efficacy to anxiety, interest and flow experience

Jon‐Chao Hong, Tzu‐Yu Tai, Fen‐Yuan Liang
5 citations
British Journal of Educational Technology
Educational Games and Gamification
17.22
article

English vocabulary learning through gamification with Tic‐Tac‐Toe in Flippity‐Connecto: The prediction of gameplay self‐efficacy to anxiety, interest and flow experience

Jon‐Chao Hong, Tzu‐Yu Tai, Fen‐Yuan Liang
article en
5 citations

Abstract

Abstract A wide variety of gamification tools are available for language learning; however, few studies have explored the impact of Flippity‐Connecto (hereafter referred to as Connecto) on learners' cognitive and affective processes. Connecto, a game similar to Tic‐Tac‐Toe, was designed to assist students in learning English as a foreign language (EFL). This study utilized the Tic‐Tac‐Toe mechanism to engage students in competitive English vocabulary learning. Grounded in the achievement emotion model, this research examined the relationships among learning interest, gameplay anxiety and flow experience while students played the game. In a single‐group quasi‐experimental study, sixth‐grade students from an elementary school played the game three times over a period of 3 weeks, followed by the completion of questionnaires. A total of 123 valid questionnaires were collected. Structural equation modelling results revealed that: (1) gameplay self‐efficacy negatively predicted gameplay anxiety and positively predicted learning interest and (2) flow experience was negatively predicted by gameplay anxiety and positively predicted by learning interest. The finding that gameplay anxiety can enhance flow experience challenges conventional views, suggesting that anxiety may energize players when facing challenges, akin to being psyched up. These findings provide insights into the complex dynamics of gamified language learning, underscoring the importance of self‐efficacy, anxiety management and interest in fostering EFL learning. Practitioner notes What is already known about this topic Gamification tools have the potential to enhance vocabulary learning. Games like Tic‐Tac‐Toe, known for their uncertainty and quick outcomes, contribute to player motivation. Flow, characterized by deep immersion and enjoyment during gameplay in language learning, can be hindered by learner anxiety. What this paper adds We investigated the relationship between players' self‐efficacy, activated positive emotions and deactivated negative emotions during Connecto gameplay, shedding light on the intricate dynamics of gamified language learning. We utilized the achievement emotion model to demonstrate that gameplay self‐efficacy correlates negatively with gameplay anxiety and positively with learning interest. The results highlight how gameplay anxiety can enhance flow experience, challenging conventional views and suggesting that it may energize players when facing challenges, akin to being psyched up. Implications for practice Connecto can be effectively implemented for EFL learners, particularly those demonstrating high levels of gameplay self‐efficacy. Designers and developers can create gamification features emphasizing positive emotional aspects like competition to effectively engage players in language vocabulary learning. Leveraging gameplay self‐efficacy and managing gameplay anxiety, gamification can become a powerful tool for fostering engagement and improving learning outcomes.

British Journal of Educational TechnologyVol. 56(6)
National Taiwan Normal University (TW), Taipei Medical University (TW)
National Taiwan Normal University
Quality Education
Openalex Percentile: Top 1%
Educational Games and Gamification
17.22
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.