The objective of this study was to assess the efficacy of Digital Game-Based Language Learning (DGBLL) in promoting greater pupil involvement in language acquisition at the primary school level. Three groups of grade four students were examined in this study: a control group that received conventional teaching strategies, an experimental group that utilized Kahoot and Quizizz, and a second experimental group that played the digital games competitively. The researchers evaluated students' motivation and attitudes towards the use of gamification in language learning via pre-tests, post-tests, and questionnaires. The experimental groups showed superior performance and increased motivation, with the strongest performance experienced in the second experimental group that added competition to the learning process. The findings suggest that the integration of DGBLL and peer competition with gamified formative assessment tools significantly enhances language learning by introducing a captivating, efficient, and flexible method for language instruction. This study offers useful insights into the possibilities of gamification in language learning and evaluation, emphasizing its importance in modern educational practices.
DIGITAL GAME-BASED LANGUAGE LEARNING IN PRIMARY EDUCATION: EXPLORING MOTIVATIONAL FACTORS AND EDUCATIONAL OUTCOMES
Published July 2024
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Abstract
Language
English
How to Cite
Дуйсенова М., Yyelland B. DIGITAL GAME-BASED LANGUAGE LEARNING IN PRIMARY EDUCATION: EXPLORING MOTIVATIONAL FACTORS AND EDUCATIONAL OUTCOMES // Pedagogy and Psychology. – 2024. – № 2(59). – С.62–73: DOI: 10.51889/2960-1649.2024.59.2.004 [Электронный ресурс]: URL: https://journal-pedpsy.kaznpu.kz/index.php/ped/article/view/1692 (дата обращения: 5.10.2024)