Gamification and digital storytelling in tertiary English and French instruction: effects on students' behavioral, emotional, and cognitive engagement

Purpose – The objective of this research is to investigate the synergistic effects of a gamified digital storytelling intervention on the behavioral, emotional, and cognitive engagement of undergraduate students enrolled in intermediate English and French second language acquisition (SLA) courses during the 2025/2026 academic year.Design/methodology/approach – A quasi-experimental, pre-test/post-test non-equivalent control group design was implemented over a 12-week semester. The sample comprised 184 tertiary students divided equally into an experimental group (gamification and digital storytelling, N = 92) and a control group (traditional communicative instruction, N = 92). Engagement was measured using an adapted 19-item version of Fredricks’ tripartite scale, validated via Confirmatory Factor Analysis (CFA). Data were evaluated utilizing Multivariate Analysis of Variance (MANOVA) and Analysis of Covariance (ANCOVA).Findings – The experimental cohort significantly outperformed the control group across all engagement dimensions (Wilks’ Lambda = 0.512, p < 0.001, partial η2 = 0.488). Univariate tests confirmed that cognitive engagement registered the highest growth (partial η2 = 0.451), followed by emotional (partial η2 = 0.389) and behavioral (partial η2 = 0.337) domains.Practical implications – The study provides actionable curricular directives for higher education administrators and language faculty. It demonstrates how low-overhead digital tools and LMS game mechanics can be systematically mapped to course learning outcomes to mitigate language anxiety and enhance self-regulated learning without costly software investments.Originality/value – Moving beyond isolated research on gamification mechanics or creative composing, this study delivers a novel empirical validation of their combined deployment in tertiary SLA. Grounded in Self-Determination Theory, it articulates the psychological mechanisms converting gamified structural progression into deep cognitive and emotional engagement.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-09-24
DOI
https://doi.org/10.5281/zenodo.22939132
Primary Topic
Educational Games and Gamification
Type
preprint
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preprint

Gamification and digital storytelling in tertiary English and French instruction: effects on students' behavioral, emotional, and cognitive engagement

Nataliia POZHARSKA, Олена Світліковська, Oksana Shkamarda, Liudmyla Bondaruk et al.
Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
preprint

Gamification and digital storytelling in tertiary English and French instruction: effects on students' behavioral, emotional, and cognitive engagement

Nataliia POZHARSKA, Олена Світліковська, Oksana Shkamarda, Liudmyla Bondaruk, Iryna Lesyk, V.M. Yushak, Tetiana Khaichevska
preprint en

Abstract

Purpose – The objective of this research is to investigate the synergistic effects of a gamified digital storytelling intervention on the behavioral, emotional, and cognitive engagement of undergraduate students enrolled in intermediate English and French second language acquisition (SLA) courses during the 2025/2026 academic year.Design/methodology/approach – A quasi-experimental, pre-test/post-test non-equivalent control group design was implemented over a 12-week semester. The sample comprised 184 tertiary students divided equally into an experimental group (gamification and digital storytelling, N = 92) and a control group (traditional communicative instruction, N = 92). Engagement was measured using an adapted 19-item version of Fredricks’ tripartite scale, validated via Confirmatory Factor Analysis (CFA). Data were evaluated utilizing Multivariate Analysis of Variance (MANOVA) and Analysis of Covariance (ANCOVA).Findings – The experimental cohort significantly outperformed the control group across all engagement dimensions (Wilks’ Lambda = 0.512, p < 0.001, partial η2 = 0.488). Univariate tests confirmed that cognitive engagement registered the highest growth (partial η2 = 0.451), followed by emotional (partial η2 = 0.389) and behavioral (partial η2 = 0.337) domains.Practical implications – The study provides actionable curricular directives for higher education administrators and language faculty. It demonstrates how low-overhead digital tools and LMS game mechanics can be systematically mapped to course learning outcomes to mitigate language anxiety and enhance self-regulated learning without costly software investments.Originality/value – Moving beyond isolated research on gamification mechanics or creative composing, this study delivers a novel empirical validation of their combined deployment in tertiary SLA. Grounded in Self-Determination Theory, it articulates the psychological mechanisms converting gamified structural progression into deep cognitive and emotional engagement.

Zenodo (CERN European Organization for Nuclear Research)
Lesya Ukrainka Volyn National University (UA)
Quality Education
Educational Games and Gamification
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