IDEAS home Printed from https://ideas.repec.org/a/smo/jornl1/v8y2024i2p32-42.html
   My bibliography  Save this article

Gamification Techniques and the Impact on Motivation, Engagement, and Learning Outcomes in ESL Students

Author

Listed:
  • Promethi Das DEEP

    (Upper Iowa University, USA)

  • Nitu GHOSH

    (College of Humanities and Social Sciences, Sam Houston State University, USA)

  • Catherine GAITHER

    (Upper Iowa University, USA)

  • Andrey V. KOPTELOV

    (College of Humanities and Social Sciences, Sam Houston State University, USA)

Abstract

Gamification has been used in numerous apps for commercial purposes for years and shows great potential in various educational settings, particularly for ESL students in low-resource contexts using online platforms. Given that, gamification may be a handy tool for language teachers, whether in online or face-to-face settings. This has led to a growing focus in recent research examining how the technology can keep students motivated and engaged and the educational settings that benefit the most from this approach. This review focuses on literature published in the last eight years regarding gamification and its impacts on student motivation and engagement, with a particular interest in its potential for teaching English as a second language - ESL. The methods used comply with the SANRA scale for the quality assessment of narrative review articles. Keywords included gamification, ESL, low-resource settings, student engagement, language learning, and educational technology. Databases searched included JSTOR, PubMed, and Google Scholar. The resulting articles were then reviewed for relevance to the topic. Inclusion criteria eliminated articles older than ten years, those not published in English and full-text format, and those not focusing on gamification as a learning tool. The results indicate that gamification is an effective tool in the ESL classroom, whether conducted online or face-to-face. It is essential to ensure that materials are culturally sensitive, include both collaborative and individual tasks, and that teachers receive appropriate training in using this technology.

Suggested Citation

  • Promethi Das DEEP & Nitu GHOSH & Catherine GAITHER & Andrey V. KOPTELOV, 2024. "Gamification Techniques and the Impact on Motivation, Engagement, and Learning Outcomes in ESL Students," RAIS Journal for Social Sciences, Research Association for Interdisciplinary Studies, vol. 8(2), pages 32-42, November.
  • Handle: RePEc:smo:jornl1:v:8:y:2024:i:2:p:32-42
    as

    Download full text from publisher

    File URL: https://journal.rais.education/index.php/raiss/article/view/233/188
    Download Restriction: no

    File URL: https://journal.rais.education/index.php/raiss/article/view/233
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Hamari, Juho & Koivisto, Jonna, 2015. "Why do people use gamification services?," International Journal of Information Management, Elsevier, vol. 35(4), pages 419-431.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Junard P. Duterte, 2024. "The Impact of Educational Gamification on Student Learning Outcomes," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 8(10), pages 477-487, October.
    2. Feng, Wenting & Tu, Rungting & Hsieh, Peishan, 2020. "Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements," Journal of Retailing and Consumer Services, Elsevier, vol. 57(C).
    3. Adina Letiţia Negruşa & Valentin Toader & Aurelian Sofică & Mihaela Filofteia Tutunea & Rozalia Veronica Rus, 2015. "Exploring Gamification Techniques and Applications for Sustainable Tourism," Sustainability, MDPI, vol. 7(8), pages 1-30, August.
    4. Hamari, Juho & Keronen, Lauri, 2017. "Why do people play games? A meta-analysis," International Journal of Information Management, Elsevier, vol. 37(3), pages 125-141.
    5. Sobia Zaman & Asif Khurshid, 2020. "Effect of Escalator Use on Mall Love among Adult Pakistani Visitors," IBT Journal of Business Studies (JBS), Ilma University, Faculty of Management Science, vol. 16(1), pages 211-237.
    6. An, Siyang & Cheung, Chi Fai & Willoughby, Kelvin W., 2024. "A gamification approach for enhancing older adults' technology adoption and knowledge transfer: A case study in mobile payments technology," Technological Forecasting and Social Change, Elsevier, vol. 205(C).
    7. Zhou, Fei & Lin, Youhai & Mou, Jian & Cohen, Jason & Chen, Sihua, 2023. "Understanding the dark side of gamified interactions on short-form video platforms: Through a lens of expectations violations theory," Technological Forecasting and Social Change, Elsevier, vol. 186(PB).
    8. Feng, Yuanyue & Yi, Zihui & Yang, Congcong & Chen, Ruoyi & Feng, Ye, 2022. "How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing," Technological Forecasting and Social Change, Elsevier, vol. 177(C).
    9. Tamilla Triantoro & Ram Gopal & Raquel Benbunan-Fich & Guido Lang, 0. "Personality and games: enhancing online surveys through gamification," Information Technology and Management, Springer, vol. 0, pages 1-10.
    10. Hamari, Juho & Hanner, Nicolai & Koivisto, Jonna, 2017. "Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games," International Journal of Information Management, Elsevier, vol. 37(1), pages 1449-1459.
    11. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
    12. Westmattelmann, Daniel & Grotenhermen, Jan-Gerrit & Sprenger, Marius & Rand, William & Schewe, Gerhard, 2021. "Apart we ride together: The motivations behind users of mixed-reality sports," Journal of Business Research, Elsevier, vol. 134(C), pages 316-328.
    13. Toda, Armando M. & do Carmo, Ricardo M.C. & da Silva, Alan P. & Bittencourt, Ig I. & Isotani, Seiji, 2019. "An approach for planning and deploying gamification concepts with social networks within educational contexts," International Journal of Information Management, Elsevier, vol. 46(C), pages 294-303.
    14. Juin-Ming Tsai & Shiu-Wan Hung & Guan-Ting Lin, 2022. "Continued usage of smart wearable devices (SWDs): cross-level analysis of gamification and network externality," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(3), pages 1661-1676, September.
    15. Allam, Hesham & Bliemel, Michael & Spiteri, Louise & Blustein, James & Ali-Hassan, Hossam, 2019. "Applying a multi-dimensional hedonic concept of intrinsic motivation on social tagging tools: A theoretical model and empirical validation," International Journal of Information Management, Elsevier, vol. 45(C), pages 211-222.
    16. Pacauskas, Darius & Rajala, Risto & Westerlund, Mika & Mäntymäki, Matti, 2018. "Harnessing user innovation for social media marketing: Case study of a crowdsourced hamburger," International Journal of Information Management, Elsevier, vol. 43(C), pages 319-327.
    17. Tamilmani, Kuttimani & Rana, Nripendra P. & Prakasam, Naveena & Dwivedi, Yogesh K., 2019. "The battle of Brain vs. Heart: A literature review and meta-analysis of “hedonic motivation” use in UTAUT2," International Journal of Information Management, Elsevier, vol. 46(C), pages 222-235.
    18. Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
    19. Şenol, Doğaç & Onay, Ceylan, 2023. "Impact of gamification on mitigating behavioral biases of investors," Journal of Behavioral and Experimental Finance, Elsevier, vol. 37(C).
    20. Höllig, Christoph E. & Tumasjan, Andranik & Welpe, Isabell M., 2020. "Individualizing gamified systems: The role of trait competitiveness and leaderboard design," Journal of Business Research, Elsevier, vol. 106(C), pages 288-303.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:smo:jornl1:v:8:y:2024:i:2:p:32-42. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Eduard David (email available below). General contact details of provider: http://journal.rais.education/index.php/raiss .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.