The impact of gamified modules on EFL learners’ L2 motivational ‘self’ system

Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of ‘self’ as a rather novel outlook for motivation has been explored by merely a handful of studies. This study aimed to determine the effects of gamified instruction on high school EFL learners’ motivation and motivational ‘self’ systems. To achieve this, the study employed an explanatory sequential mixed-method research design to make sense of learners’ motivational states and L2 selves. Quantitative data collected through motivation and L2 self scales were interpreted with the consideration of qualitative data obtained from a focus group session. The results of the study revealed promising outcomes in terms of motivation to learn English as the modules increased the willingness of learners to learn English to communicate with other cultures, and they regarded English as a part of a well-rounded education. Moreover, they started to doubt their “self” constructs regarding being more knowledgeable in the English language in different dimensions. Finally, the study was concluded with some crucial points regarding the effectiveness of gamified language learning settings, and a series of recommendations were made for future research.

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Publication Details

Journal
The JALT CALL Journal
Published
2025-03-07
DOI
https://doi.org/10.29140/jaltcall.v21n1.1920
Citations
1
Primary Topic
Educational Methods and Teacher Development
Type
article
Field-Weighted Citation Impact
3.25
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article

The impact of gamified modules on EFL learners’ L2 motivational ‘self’ system

Serhat Güzel, Cevdet Yılmaz
1 citations
The JALT CALL Journal
Educational Methods and Teacher Development
3.25
article

The impact of gamified modules on EFL learners’ L2 motivational ‘self’ system

Serhat Güzel, Cevdet Yılmaz
article en
1 citations

Abstract

Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of ‘self’ as a rather novel outlook for motivation has been explored by merely a handful of studies. This study aimed to determine the effects of gamified instruction on high school EFL learners’ motivation and motivational ‘self’ systems. To achieve this, the study employed an explanatory sequential mixed-method research design to make sense of learners’ motivational states and L2 selves. Quantitative data collected through motivation and L2 self scales were interpreted with the consideration of qualitative data obtained from a focus group session. The results of the study revealed promising outcomes in terms of motivation to learn English as the modules increased the willingness of learners to learn English to communicate with other cultures, and they regarded English as a part of a well-rounded education. Moreover, they started to doubt their “self” constructs regarding being more knowledgeable in the English language in different dimensions. Finally, the study was concluded with some crucial points regarding the effectiveness of gamified language learning settings, and a series of recommendations were made for future research.

The JALT CALL JournalVol. 21(1)
Balıkesir University (TR), Çanakkale Onsekiz Mart Üniversitesi (TR)
Openalex Percentile: Top 11%
Educational Methods and Teacher Development
3.25
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