The impact of gamified modules on EFL learners’ L2 motivational ‘self’ system

dc.authoridYılmaz, Cevdet / 0000-0003-4713-6565
dc.contributor.authorGüzel, Serhat
dc.contributor.authorYılmaz, Cevdet
dc.date.accessioned2025-05-29T02:54:08Z
dc.date.available2025-05-29T02:54:08Z
dc.date.issued2025
dc.departmentÇanakkale Onsekiz Mart Üniversitesi
dc.descriptionThis work is licensed under a Creative Commons Attribution 4.0 International License.
dc.description.abstractGamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of ‘self’ as a rather novel outlook for motivation has been explored by merely a handful of studies. This study aimed to determine the effects of gamified instruction on high school EFL learners’ motivation and motivational ‘self’ systems. To achieve this, the study employed an explanatory sequential mixed-method research design to make sense of learners’ motivational states and L2 selves. Quantitative data collected through motivation and L2 self scales were interpreted with the consideration of qualitative data obtained from a focus group session. The results of the study revealed promising outcomes in terms of motivation to learn English as the modules increased the willingness of learners to learn English to communicate with other cultures, and they regarded English as a part of a well-rounded education. Moreover, they started to doubt their “self” constructs regarding being more knowledgeable in the English language in different dimensions. Finally, the study concluded with some crucial points regarding the effectiveness of gamified language learning settings, and recommendations were made for future research. ©2025 Serhat Güzel & Cevdet Yılmaz.
dc.description.sponsorshipÇanakkale Onsekiz Mart Üniversitesi, ÇOMÜ
dc.identifier.doi10.29140/jaltcall.v21n1.1920
dc.identifier.issn1832-4215
dc.identifier.issue1
dc.identifier.scopus2-s2.0-86000663251
dc.identifier.scopusqualityQ1
dc.identifier.urihttps://doi.org/10.29140/jaltcall.v21n1.1920
dc.identifier.urihttps://hdl.handle.net/20.500.12428/29955
dc.identifier.volume21
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherCastledown Publishers
dc.relation.ispartofJALT CALL Journal
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_Scopus_20250529
dc.subjectEFL
dc.subjectgamification
dc.subjecthigh school
dc.subjectL2 self system
dc.subjectmotivation
dc.titleThe impact of gamified modules on EFL learners’ L2 motivational ‘self’ system
dc.typeArticle

Dosyalar

Orijinal paket
Listeleniyor 1 - 1 / 1
Yükleniyor...
Küçük Resim
İsim:
Cevdet Yilmaz_Makale.pdf
Boyut:
843.79 KB
Biçim:
Adobe Portable Document Format