Cited by 17Educational Games and GamificationEFL/ESL Teaching and LearningEnglish Language Learning and Teaching

Gamified training sessions as means of enhancing students'motivation in learning English

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National University of Life and Environmental Sciences of Ukraine, Tsymbal, Svitlana·2018·Psychological journal

Abstract

Motivation is one of the vital factors in learning a language, the feelings and excitement offered by extra enthusiasm for students to learn a second language in a better way. For the past twenty years, teaching methods have been developed to enhance the students’ motivation with the purpose of improving their language skills. Using games in ESL classroom is one of such methods supplementing the teaching-learning process. In this article, we examined how gamified method of teaching ESL may affect the attitude of university students towards the language and their level of motivation. The study was conducted to 112 freshmen of the National University of Life and Environmental Sciences of Ukraine. The design of this study was quantitative in nature that employed two questionnaires as a measuring instrument. The participants were required to answer all the items of the questionnaires, giving their own perceptions about 1) their experience of learning English and 2) their attitudes toward using games in learning English to boost their learning motivation. The obtained data revealed that using gamified training sessions was mostly successful in enhancing students’ motivation in learning English and the majority of students revealed positive attitudes to using games in language learning. Only 6% of students wrote in the descriptive questions that they did not build confidence and their level of interest in English learning remained low during the training sessions. It is very important that students mentioned that their level of motivation and confidence increased and they felt much more secure and safe. The total percentage of students who revealed increased motivation and confidence after Kahoot-based training sessions was 66%; 28% of students remained neutral and 6% of students wrote in the descriptive questions that they did not build confidence and their level of interest in English learning remained low during the training sessions. The fact that a vast majority of students revealed positive attitudes to using games in language learning suggests that this method could be of use when utilized systematically over the academic year. However, university teachers should try various approaches and strategies to create a supportive learning environment in the classroom where learners feel interested, safe and secure to set and pursue their learning goals. In our further research, we will try to investigate other methods of keeping students motivated and engaged in ESL learning.

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  • Further studies report that students found Kahoot! helpful to prepare for the exam, that Kahoot! increased their interest in learning more about what they had learned and that they told others about it, that students' motivation and confidence increased, and they felt more secure and safe in class, and that students felt comfortable answering anonymously in class making the classroom-friendly and,

    “Further studies report that students found Kahoot! to be helpful to prepare for the exam (Iwamoto et al., 2017), that Kahoot!increased their interest in learning more about what they had learned and that they told others about it (Budiati, 2017), that the students motivation and confidence increased, and they felt more secure and safe in class (Tsymbal, 2018), and that students felt comfortable”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Tsymbal, 2018

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Research works printed but not linked: 4

  1. Cheng H., Dörnyei Z. The use of motivational strategies in language instruction: The case of EFL teaching in Tai- wan / H. Cheng, Z. Dörnyei // International Journal of Inno- vation in Language Learning and Teaching. -220. -1(1). - P. 153-174.
  2. Ersoz A. Six Games for the EFL/ESL Classroom / Ersoz A. The Internet TESL Journal. -2000. -Vol. VI, No. 6.
  3. Harmer J. The practice of English language teaching: Describing learners / J. Harmer. -Harlow: Pearson Educa- tion. -2002.
  4. Yudintseva A. Game-Enhanced Second Language Vo- cabulary Acquisition Strategies: A Systematic Review / A. Yudintseva //Open Journal of Social Sciences. -2015. - N3. -P. 101-109.

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Authors
National University of Life and Environmental Sciences of Ukraine, & Tsymbal, S.
Affiliations
National University of Life and Environmental Sciences of Ukraine (UA)
Corresponding author
Tsymbal, Svitlana
Venue
Psychological journal
Published
2018-08-02
Volume
7
Issue
17
Pages
151-161
ISSN
  • 2414-0023 (ISSN-L)
  • 2414-004X
OpenAlex
W2896232252
Cited by
17
References
3
Citations by year
2023: 4 · 2022: 4 · 2021: 7 · 2020: 2
FWCI
4.42
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • PSYCHOLOGICAL JOURNAL (publishedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
  • Physical Sciences › Computer Science › Information Systems › English Language Learning and Teaching
Keywords
gamification, English as a second language, student motivation, Kahoot, game-based learning, learner confidence, university students, language learning

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