The analysis of cross-applicational effectiveness of gamification in English teaching
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F62690094%3A18440%2F25%3A50021682" target="_blank" >RIV/62690094:18440/25:50021682 - isvavai.cz</a>
Nalezeny alternativní kódy
RIV/62690094:18470/25:50021682 RIV/61989592:15260/25:73634277
Výsledek na webu
<a href="https://www.inderscienceonline.com/doi/pdf/10.1504/IJIL.2025.148244" target="_blank" >https://www.inderscienceonline.com/doi/pdf/10.1504/IJIL.2025.148244</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1504/IJIL.2025.148244" target="_blank" >10.1504/IJIL.2025.148244</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
The analysis of cross-applicational effectiveness of gamification in English teaching
Popis výsledku v původním jazyce
Over the last decade, gamification applications have successfully permeated the English language learning framework with promising results. However, there is still a notable scarcity of quality research on gamified English teaching. Specifically, how English teachers perceive individual gamification applications and how their perceptions differ. The objective is to compare English teachers' perceptions of gamification applications and explore their perceived differential impact on learners' motivation, language learning outcomes, GPAs, and applicability. A sample of 615 Czech English teachers was used to conduct a series of Kruskal-Wallis and subsequent post-hoc tests to examine the differences between four gamification applications (Kahoot!, Quizizz, Quizlet, and Wordwall). The analysis found no statistically significant difference between the applications in how they impact learners’ motivation, language learning outcomes, and GPAs, but statistically significant differences have been found between Quizizz, Kahoot!, and Quizlet in how they are applicable to English teaching.
Název v anglickém jazyce
The analysis of cross-applicational effectiveness of gamification in English teaching
Popis výsledku anglicky
Over the last decade, gamification applications have successfully permeated the English language learning framework with promising results. However, there is still a notable scarcity of quality research on gamified English teaching. Specifically, how English teachers perceive individual gamification applications and how their perceptions differ. The objective is to compare English teachers' perceptions of gamification applications and explore their perceived differential impact on learners' motivation, language learning outcomes, GPAs, and applicability. A sample of 615 Czech English teachers was used to conduct a series of Kruskal-Wallis and subsequent post-hoc tests to examine the differences between four gamification applications (Kahoot!, Quizizz, Quizlet, and Wordwall). The analysis found no statistically significant difference between the applications in how they impact learners’ motivation, language learning outcomes, and GPAs, but statistically significant differences have been found between Quizizz, Kahoot!, and Quizlet in how they are applicable to English teaching.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2025
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
International journal of innovation and learning
ISSN
1471-8197
e-ISSN
1741-8089
Svazek periodika
38
Číslo periodika v rámci svazku
2
Stát vydavatele periodika
CH - Švýcarská konfederace
Počet stran výsledku
21
Strana od-do
158-178
Kód UT WoS článku
001561923600004
EID výsledku v databázi Scopus
2-s2.0-105015060816