Gamification and Course Satisfaction in English for Specific Purposes: A Self-Determination Theory Perspective

Gamification is widely used to enhance student engagement in higher education, yet its effects in English for Specific Purposes (ESP) contexts, particularly from a Self-Determination Theory perspective, remain underexplored. This study examines whether gamification in a Moodle-based ESP course is associated with differences in students’ course satisfaction. A total of 94 undergraduate students participated in a quasi-experimental study, enrolling in either a gamified or non-gamified course format. Gamification was implemented using the Level Up plugin and H5P interactive activities. Students’ perceptions were measured using selected items from the Course Satisfaction Questionnaire. Non-parametric analyses (Mann–Whitney U tests with Holm–Bonferroni correction) were applied. Results show statistically significant differences favoring the gamified format in engagement and enjoyment, motivation to participate, and willingness to recommend the course. Differences in perceived competence and support for individual learning were positive but not statistically significant. These findings suggest that gamification in ESP is associated with more favorable motivational and affective dimensions of course satisfaction, while effects on broader learning-related perceptions remain less conclusive. This study contributes by providing evidence from a controlled LMS-based implementation and highlights the importance of theoretically grounded gamification design.

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Publication Details

Journal
Education Sciences
Published
2026-04-15
DOI
https://doi.org/10.3390/educsci16040629
Primary Topic
Educational Games and Gamification
Type
article
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article

Gamification and Course Satisfaction in English for Specific Purposes: A Self-Determination Theory Perspective

Tomislav Ivanjko, Iva Grubješić, Martina Hajdek
Education Sciences
Educational Games and Gamification
article

Gamification and Course Satisfaction in English for Specific Purposes: A Self-Determination Theory Perspective

Tomislav Ivanjko, Iva Grubješić, Martina Hajdek
article en

Abstract

Gamification is widely used to enhance student engagement in higher education, yet its effects in English for Specific Purposes (ESP) contexts, particularly from a Self-Determination Theory perspective, remain underexplored. This study examines whether gamification in a Moodle-based ESP course is associated with differences in students’ course satisfaction. A total of 94 undergraduate students participated in a quasi-experimental study, enrolling in either a gamified or non-gamified course format. Gamification was implemented using the Level Up plugin and H5P interactive activities. Students’ perceptions were measured using selected items from the Course Satisfaction Questionnaire. Non-parametric analyses (Mann–Whitney U tests with Holm–Bonferroni correction) were applied. Results show statistically significant differences favoring the gamified format in engagement and enjoyment, motivation to participate, and willingness to recommend the course. Differences in perceived competence and support for individual learning were positive but not statistically significant. These findings suggest that gamification in ESP is associated with more favorable motivational and affective dimensions of course satisfaction, while effects on broader learning-related perceptions remain less conclusive. This study contributes by providing evidence from a controlled LMS-based implementation and highlights the importance of theoretically grounded gamification design.

Education SciencesVol. 16(4)
University of Zagreb (HR), University North (HR)
Quality Education
Openalex Percentile: Top 23%
Educational Games and Gamification
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