The Impact of Animation Effects on EFL Learners’ Attitudes Towards Blooket: A Study in Moroccan Secondary School

A wide range of gamified platforms, such as Gimkit, Quizizz, Socrative, and Blooket, have been increasingly incorporated into the context of English as a Foreign Language (EFL) instruction. While numerous studies have focused generally on the positive impact of these platforms, they have not specified which game elements of these tools influence students’ attitudes. Therefore, this study seeks to investigate the impact of animation features on Moroccan secondary EFL students’ attitudes towards Blooket during a vocabulary-based quizzing task. The target population was made up of two intact groups: the experimental group, which engaged in the quizzing with Blooket's animated mode, while the control (comparison) group carried out the same quizzing task with the Blooket classic mode. Using a quantitative research method, data were gathered through an attitude survey of 48 secondary school EFL students. The findings revealed that animation features did not have a strong impact on learners’ attitudes.

Authors

Institutions

Publication Details

Journal
International Journal of Language and Literary Studies
Published
2025-07-30
DOI
https://doi.org/10.36892/ijlls.v7i4.2255
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Impact of Animation Effects on EFL Learners’ Attitudes Towards Blooket: A Study in Moroccan Secondary School

Fouzia Lamkhanter, Abdelkarim AMZIL
International Journal of Language and Literary Studies
Educational Games and Gamification
article

The Impact of Animation Effects on EFL Learners’ Attitudes Towards Blooket: A Study in Moroccan Secondary School

Fouzia Lamkhanter, Abdelkarim AMZIL
article en

Abstract

A wide range of gamified platforms, such as Gimkit, Quizizz, Socrative, and Blooket, have been increasingly incorporated into the context of English as a Foreign Language (EFL) instruction. While numerous studies have focused generally on the positive impact of these platforms, they have not specified which game elements of these tools influence students’ attitudes. Therefore, this study seeks to investigate the impact of animation features on Moroccan secondary EFL students’ attitudes towards Blooket during a vocabulary-based quizzing task. The target population was made up of two intact groups: the experimental group, which engaged in the quizzing with Blooket's animated mode, while the control (comparison) group carried out the same quizzing task with the Blooket classic mode. Using a quantitative research method, data were gathered through an attitude survey of 48 secondary school EFL students. The findings revealed that animation features did not have a strong impact on learners’ attitudes.

International Journal of Language and Literary StudiesVol. 7(4)
University of Hassan II Casablanca (MA)
Openalex Percentile: Top 80%
Educational Games and Gamification
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.