Investigating the role of gamafication in enhancing motivation for foreign language learning among primary students in Tizi-Ouzou

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Date

2025

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Éditeur

Universié Mouloud Mammeri Tizi Ouzou

Résumé

Beginner pupils of English often face a low motivation, limited participation and anxiety in the classroom, especially when exposed to traditional teaching methods based on memorization and repletion. To respond to this issue the present study investigates the effectiveness of Gamification in improving both motivation and academic achievement in English among fourth-year primary school learners in Tizi-Ouzou, Algeria. I to determine whether the use of gamification can improve pupil’s English performance and to what extent it increases their motivation and engagement during lessons. A mixed method design was adopted, twenty (20) pupils took part in a quasi-experimental study involving a pre-test, a gamified learning phase for the experimental group and a post-test. A questionnaire was also administered to English teachers to support the quantitative data with qualitative insights. The results showed a noticeable improvement in the experimental group compared to those taught through traditional instruction. Gamification created a more positive learning atmosphere, reduced fear of making mistakes and encouraged collaboration and active participation. I concludes that educational games can be a valuable tool in teaching English to beginners pupils, particularly those who struggle with motivation. It recommends that teachers integrate game-based activities to make learning more meaningful, enjoyable and confidence-building.

Description

70p. : Ill. en coul. ; (+CD-Rom)

Mots-clés

Motivation, Quasi-Experimental study, Beginner English Learners, Mixed Methods, Engagement, Gamification, Academic Achievement

Citation

Didactics of foreign language