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Multifactor Network Analysis: Exploring the Cross-Educational Impacts on the 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%3A50021985" target="_blank" >RIV/62690094:18440/25:50021985 - isvavai.cz</a>

  • Nalezeny alternativní kódy

    RIV/62690094:18470/25:50021985

  • Výsledek na webu

    <a href="https://ijte.net/index.php/ijte/article/view/1518/pdf" target="_blank" >https://ijte.net/index.php/ijte/article/view/1518/pdf</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.46328/ijte.994" target="_blank" >10.46328/ijte.994</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Multifactor Network Analysis: Exploring the Cross-Educational Impacts on the Effectiveness of Gamification in English Teaching

  • Popis výsledku v původním jazyce

    In the modern English education landscape, gamification has become a key transformative medium. However, research on gamified English teaching&apos;s impacts, particularly concerning school support and personal factors, remains limited. Existing studies primarily assess gamification&apos;s effectiveness through total scores, lacking insights into teachers&apos; perceptions at different educational levels on an item-level basis. This study aimed to explore how teacher-related factors and school support affect English teachers’ satisfaction and perceptions of gamification&apos;s effectiveness on learners’ motivation and language learning outcomes across educational levels. A nationwide sample of 615 English teachers (M = 42.5, SD = 9.37; 84.2% females) was analyzed using network analyses to examine individual factors&apos; effects on total scores and item-level network relations. Comparing estimated networks revealed no relationship between gamification language learning outcomes and end-of-term grades, even after accounting for other factors. Moderate differences were found between educational levels regarding how frequency of use influences teachers’ perceptions of gamification, with significant differences when considering teachers’ age and teaching practice. However, school support and other teacher-related factors had no significant impact in both lower secondary and secondary education. These findings underscore the importance of contextual factors when implementing gamified approaches and evaluating their effectiveness in educational settings.

  • Název v anglickém jazyce

    Multifactor Network Analysis: Exploring the Cross-Educational Impacts on the Effectiveness of Gamification in English Teaching

  • Popis výsledku anglicky

    In the modern English education landscape, gamification has become a key transformative medium. However, research on gamified English teaching&apos;s impacts, particularly concerning school support and personal factors, remains limited. Existing studies primarily assess gamification&apos;s effectiveness through total scores, lacking insights into teachers&apos; perceptions at different educational levels on an item-level basis. This study aimed to explore how teacher-related factors and school support affect English teachers’ satisfaction and perceptions of gamification&apos;s effectiveness on learners’ motivation and language learning outcomes across educational levels. A nationwide sample of 615 English teachers (M = 42.5, SD = 9.37; 84.2% females) was analyzed using network analyses to examine individual factors&apos; effects on total scores and item-level network relations. Comparing estimated networks revealed no relationship between gamification language learning outcomes and end-of-term grades, even after accounting for other factors. Moderate differences were found between educational levels regarding how frequency of use influences teachers’ perceptions of gamification, with significant differences when considering teachers’ age and teaching practice. However, school support and other teacher-related factors had no significant impact in both lower secondary and secondary education. These findings underscore the importance of contextual factors when implementing gamified approaches and evaluating their effectiveness in educational settings.

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 Technology in Education

  • ISSN

    2689-2758

  • e-ISSN

    2689-2758

  • Svazek periodika

    8

  • Číslo periodika v rámci svazku

    1

  • Stát vydavatele periodika

    US - Spojené státy americké

  • Počet stran výsledku

    20

  • Strana od-do

    45-64

  • Kód UT WoS článku

    001422206400003

  • EID výsledku v databázi Scopus