A Latent Profile Analysis of Gamification Effects on EFL Grammar Learning: Identifying Student Engagement and Performance Patterns in Digital Game-Based Learning Environments

This study employed latent profile analysis (LPA) to identify distinct patterns of student engagement and performance in gamified English as a Foreign Language (EFL) grammar instruction. Using data from 140 students across Common Core (n=48), 1st Baccalaureate (n=87), and 2nd Baccalaureate (n=39) levels from three private schools in Taza and Fez, Morocco, we examined five gamification characteristics: intrinsic motivation levels, behavioral engagement patterns, platform participation frequency, peer collaboration quality, and grammar performance outcomes during passive voice instruction. The analysis revealed four distinct learner profiles: Low Engagement (16.4%), High Motivation/Moderate Participation (47.1%), Strategic Performance (25.7%), and Comprehensive High Engagement (10.8%). Profile membership significantly predicted grammar test scores (d = 0.82), sustained attention during tasks (d = 0.67), and peer interaction quality ratings (d = 0.74). Students in the Comprehensive High Engagement profile demonstrated superior outcomes across all measures, while the Low Engagement profile showed consistent underperformance. These findings suggest that gamification tools (Baamboozle, Nearpod, Blooket, Padlet) create heterogeneous learning experiences, with optimal outcomes requiring high levels across multiple engagement dimensions rather than isolated high performance in single areas.

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Publication Details

Journal
Canadian Journal of Educational and Social Studies
Published
2025-01-01
DOI
https://doi.org/10.53103/cjess.v5i5.390
Primary Topic
Educational Games and Gamification
Type
article
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article

A Latent Profile Analysis of Gamification Effects on EFL Grammar Learning: Identifying Student Engagement and Performance Patterns in Digital Game-Based Learning Environments

Canadian Journal of Educational and Social Studies
Educational Games and Gamification
article

A Latent Profile Analysis of Gamification Effects on EFL Grammar Learning: Identifying Student Engagement and Performance Patterns in Digital Game-Based Learning Environments

article en

Abstract

This study employed latent profile analysis (LPA) to identify distinct patterns of student engagement and performance in gamified English as a Foreign Language (EFL) grammar instruction. Using data from 140 students across Common Core (n=48), 1st Baccalaureate (n=87), and 2nd Baccalaureate (n=39) levels from three private schools in Taza and Fez, Morocco, we examined five gamification characteristics: intrinsic motivation levels, behavioral engagement patterns, platform participation frequency, peer collaboration quality, and grammar performance outcomes during passive voice instruction. The analysis revealed four distinct learner profiles: Low Engagement (16.4%), High Motivation/Moderate Participation (47.1%), Strategic Performance (25.7%), and Comprehensive High Engagement (10.8%). Profile membership significantly predicted grammar test scores (d = 0.82), sustained attention during tasks (d = 0.67), and peer interaction quality ratings (d = 0.74). Students in the Comprehensive High Engagement profile demonstrated superior outcomes across all measures, while the Low Engagement profile showed consistent underperformance. These findings suggest that gamification tools (Baamboozle, Nearpod, Blooket, Padlet) create heterogeneous learning experiences, with optimal outcomes requiring high levels across multiple engagement dimensions rather than isolated high performance in single areas.

Canadian Journal of Educational and Social StudiesVol. 5(5)
Sidi Mohamed Ben Abdellah University (MA)
Openalex Percentile: Top 72%
Educational Games and Gamification
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