Effects of gamification on the engagement and translation proficiency of the Chinese EFL learners: a case of Quizizz

Gamified learning and teaching have gained their grounds in education across various levels and disciplinary fields. Research has demonstrated its effectiveness in enhancing learning outcomes and facilitating education. However, in the field of language learning, particularly translation education and training, gamification has not been used as widely as in other disciplinary areas. The present study addresses this issue and experiments by using one of the popular gamification systems named Quizizz in the translation classroom to improve both the engagement and outcome of students' translation proficiency. A quasi-experiment method was used and the effectiveness of using Quizizz was examined by comparing the engagement and achievement in the translation classroom between an experiment group using Quizizz, and a control group receiving traditional, non-gamified instruction. The results of the analysis showed a positive influence of using Quizizz in improving the translation proficiency of the learners, whereas no significant difference was found in terms of engagement between the Quizizz group and the traditional non-gamified group. In light of the results, implications were discussed regarding the empirical directions and pedagogical practice.

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Publication Details

Journal
Frontiers in Psychology
Published
2026-04-13
DOI
https://doi.org/10.3389/fpsyg.2026.1813663
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Effects of gamification on the engagement and translation proficiency of the Chinese EFL learners: a case of Quizizz

Juan Zhang
Frontiers in Psychology
Educational Games and Gamification
article

Effects of gamification on the engagement and translation proficiency of the Chinese EFL learners: a case of Quizizz

Juan Zhang
article en

Abstract

Gamified learning and teaching have gained their grounds in education across various levels and disciplinary fields. Research has demonstrated its effectiveness in enhancing learning outcomes and facilitating education. However, in the field of language learning, particularly translation education and training, gamification has not been used as widely as in other disciplinary areas. The present study addresses this issue and experiments by using one of the popular gamification systems named Quizizz in the translation classroom to improve both the engagement and outcome of students' translation proficiency. A quasi-experiment method was used and the effectiveness of using Quizizz was examined by comparing the engagement and achievement in the translation classroom between an experiment group using Quizizz, and a control group receiving traditional, non-gamified instruction. The results of the analysis showed a positive influence of using Quizizz in improving the translation proficiency of the learners, whereas no significant difference was found in terms of engagement between the Quizizz group and the traditional non-gamified group. In light of the results, implications were discussed regarding the empirical directions and pedagogical practice.

Frontiers in PsychologyVol. 17
Guangdong University of Technology (CN)
Quality Education
Openalex Percentile: Top 27%
Educational Games and Gamification
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