Teaching through Gamification Influences Learners' Motivation, Engagement, And Self Reliance: Evidence from The ESL Classroom

This study investigated how the teaching of the English language through gamification can impact the motivation, engagement, and self-reliance of English as a Second Language (ESL) learners, affective dimensions crucial for language acquisition. The research employed a quantitative approach, using a comprehensive questionnaire to survey 218 undergraduate engineering students (202 males and 16 females) at a public sector university in Karachi, Pakistan. Descriptive statistics and regression analysis were employed to investigate the relationships between gamification elements and the motivation, engagement, and autonomy of English as a Second Language (ESL) learners. The Study found a positive correlation between gamification strategies and increased motivation, engagement, and self-reliance among learners. Students exposed to gamification techniques consistently demonstrated higher motivation and autonomy in their language learning experiences. The Study is limited to a single university setting, which may affect the generalizability of the results. Future research should consider expanding the Study to varied educational contexts to further validate these findings. The insights gained underscore the potential of gamification to foster a more dynamic and motivating ESL learning environment. Educators can leverage these strategies to enhance student engagement and promote self-directed learning.This research adds to the growing body of literature on gamification in education, highlighting its effectiveness as a pedagogical tool, particularly within the context of ESL instruction in Pakistan.

Authors

Publication Details

Journal
International Journal of Instructional Technology and Educational Studies
Published
2025-08-01
DOI
https://doi.org/10.21608/ihites.2025.393081.1248
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Teaching through Gamification Influences Learners' Motivation, Engagement, And Self Reliance: Evidence from The ESL Classroom

Bilqees Anwer
1 citations
International Journal of Instructional Technology and Educational Studies
Educational Games and Gamification
3.44
article

Teaching through Gamification Influences Learners' Motivation, Engagement, And Self Reliance: Evidence from The ESL Classroom

Bilqees Anwer
article en
1 citations

Abstract

This study investigated how the teaching of the English language through gamification can impact the motivation, engagement, and self-reliance of English as a Second Language (ESL) learners, affective dimensions crucial for language acquisition. The research employed a quantitative approach, using a comprehensive questionnaire to survey 218 undergraduate engineering students (202 males and 16 females) at a public sector university in Karachi, Pakistan. Descriptive statistics and regression analysis were employed to investigate the relationships between gamification elements and the motivation, engagement, and autonomy of English as a Second Language (ESL) learners. The Study found a positive correlation between gamification strategies and increased motivation, engagement, and self-reliance among learners. Students exposed to gamification techniques consistently demonstrated higher motivation and autonomy in their language learning experiences. The Study is limited to a single university setting, which may affect the generalizability of the results. Future research should consider expanding the Study to varied educational contexts to further validate these findings. The insights gained underscore the potential of gamification to foster a more dynamic and motivating ESL learning environment. Educators can leverage these strategies to enhance student engagement and promote self-directed learning.This research adds to the growing body of literature on gamification in education, highlighting its effectiveness as a pedagogical tool, particularly within the context of ESL instruction in Pakistan.

International Journal of Instructional Technology and Educational StudiesVol. 6(3)
Quality Education
Openalex Percentile: Top 8%
Educational Games and Gamification
3.44
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