Year: 2024
Type: article
Study design: Observational Study
Abstract: Purpose: The study mainly focuses on conducting an analysis of the impact of gamification on the language learning process among UG students. Methodology: The researcher has applied a mixed method of data analysis consisting of both primary and secondary quantitative data. With a sample of randomly selected 91 undergraduate students from 10 different universities in India, the researcher has focused on surveying with 16 close-ended questions. Their answers are gathered in an Excel sheet, and through the usage of IBM SPSS the researcher has conducted the primary study. On the other hand, depending on two themes regarding the aspects of different online gamifying platforms, the researcher has chosen two articles already published in 2021 and 2022, for analysing the necessary secondary data. Results: The results show that almost 91.1% of participants are aware of Gamification in language learning. Most students have agreed that their grammar skills have developed based on gamification. Moreover, a high dependency is seen on the role of gamifying simulative platforms in enhancing the lingual problem-solving skills of the students, with a value of 0.843.
Source: Computer Fraud & Security
DOI: 10.52710/cfs.322
Author: Aayesha Sagir Khan
Institution: King Khalid University
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: bronze
Funder: King Khalid University
OpenAlex ID: W4407001475
