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Gamification and Students’ Motivation: Using Quizizz in the English as a Foreign Language (EFL) Classroom


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During the last years, gamification has been regarded as a powerful tool to transform the EFL classroom into an engaging and entertaining learning context. The present paper aims to give insight into how gamification affects students’ intrinsic and extrinsic motivation. With a sample of 51 students of a state school located in Almazora (Castellón, Spain), an experimental group and a control group were created in order to compare digital to traditional methodologies, respectively. With the implementation of a Motivation’s Questionnaire and an Attitude’s Questionnaire, the obtained results indicated that the use of Quizizz motivates students both intrinsically and extrinsically and that students hold a favorable attitude towards the introduction of gamification in the EFL classroom. Finally, gamification seems to offer favourable results in the students’ learning process. Further research in this field should focus on other individual variables such as age, gender and background.

eISSN:
2668-9596
Język:
Angielski