The Effect of Web 2.0-Supported Gamification on EFL Students' Self-Efficacy in Online Learning Environments

dc.contributor.authorTemel, Tuba
dc.contributor.authorCesur, Kürşat
dc.date.accessioned2026-02-03T11:50:11Z
dc.date.available2026-02-03T11:50:11Z
dc.date.issued2025
dc.departmentÇanakkale Onsekiz Mart Üniversitesi
dc.description.abstractWhile online learning is not a new way of teaching and learning practices, various challenges, often stemming from motivational issues, lead to high dropout rates. For this reason, educators have increasingly integrated gamified tools and online teaching strategies, which offer new learning experiences through game elements. These tools proved especially effective during the COVID-19 pandemic and are expected to continue transforming education across all levels, including higher education. One critical factor influencing student success in both traditional and online settings is self-efficacy. This study investigated the impact of Web 2.0-supported gamification on the self-efficacy of EFL (English as a Foreign Language) students in an online learning environment. A quasi-experimental method and a mixed-method sequential explanatory design were used. Participants included 60 first-year undergraduate students taking English as a compulsory course at a state university in Türkiye. A scale and a semi-structured interview form were used as data collection tools. Quantitative data were analyzed statistically, while qualitative data were examined through content analysis. Findings showed a statistically significant increase in self-efficacy levels of the experimental group who used gamified tools. These results suggest that Web 2.0-supported gamification can be an effective strategy for enhancing learner self-efficacy in online language learning environments.
dc.identifier.doi10.52826/mcbuefd.1449106
dc.identifier.endpage66
dc.identifier.issn1309-8918
dc.identifier.issue1
dc.identifier.startpage45
dc.identifier.trdizinid1319994
dc.identifier.urihttps://doi.org/10.52826/mcbuefd.1449106
dc.identifier.urihttps://search.trdizin.gov.tr/tr/yayin/detay/1319994
dc.identifier.urihttps://hdl.handle.net/20.500.12428/34026
dc.identifier.volume13
dc.indekslendigikaynakTR-Dizin
dc.language.isoen
dc.relation.ispartofManisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi
dc.relation.publicationcategoryMakale - Ulusal Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_TR_20260130
dc.subjectOnline learning
dc.subjectgamification
dc.subjectonline learning environments
dc.subjectweb 2.0 tools
dc.subjectlearning self-efficacy
dc.titleThe Effect of Web 2.0-Supported Gamification on EFL Students' Self-Efficacy in Online Learning Environments
dc.typeArticle

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