Navigating Gamification in Language Education: Analyzing the Experiences of MA TEFL Students

The research examines the experience of Iranian and Iraqi MA TEFL students about the use of digital gamification in language learning and their views of the instruction they received in this regard. Quantitative data indicated extensive daily technology use but a moderate implementation of digital g...

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Published in:International Conference on E-Learning and E-Teaching pp. 1 - 6
Main Authors: Davardan, Fatemeh, Taghizadeh, Mahboubeh
Format: Conference Proceeding
Language:English
Published: IEEE 25.02.2025
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ISSN:2766-2802
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Abstract The research examines the experience of Iranian and Iraqi MA TEFL students about the use of digital gamification in language learning and their views of the instruction they received in this regard. Quantitative data indicated extensive daily technology use but a moderate implementation of digital games in educational settings. A gap in knowledge was observed, indicating a need for additional education. Thematic analysis of qualitative data also highlighted tools, such as Kahoot, Quizizz, and Duolingo as successful in creating enjoyable and engaging learning experiences. Nevertheless, challenges of restricted technology access, cultural opposition, and gaps in technical skills were considerable. Regardless of these disadvantages, advantages, such as boosted motivation, better retention, immediate feedback, and improved teamwork were acknowledged. The findings revealed that although digital gamification offers significant potential, thorough instruction, better infrastructure, and cultural adjustments are crucial for addressing challenges and improving language learning results.
AbstractList The research examines the experience of Iranian and Iraqi MA TEFL students about the use of digital gamification in language learning and their views of the instruction they received in this regard. Quantitative data indicated extensive daily technology use but a moderate implementation of digital games in educational settings. A gap in knowledge was observed, indicating a need for additional education. Thematic analysis of qualitative data also highlighted tools, such as Kahoot, Quizizz, and Duolingo as successful in creating enjoyable and engaging learning experiences. Nevertheless, challenges of restricted technology access, cultural opposition, and gaps in technical skills were considerable. Regardless of these disadvantages, advantages, such as boosted motivation, better retention, immediate feedback, and improved teamwork were acknowledged. The findings revealed that although digital gamification offers significant potential, thorough instruction, better infrastructure, and cultural adjustments are crucial for addressing challenges and improving language learning results.
Author Davardan, Fatemeh
Taghizadeh, Mahboubeh
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  givenname: Mahboubeh
  surname: Taghizadeh
  fullname: Taghizadeh, Mahboubeh
  email: mah_taghizadeh@iust.ac.ir
  organization: Iran University of Science and Technology,Tehran,Iran
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Snippet The research examines the experience of Iranian and Iraqi MA TEFL students about the use of digital gamification in language learning and their views of the...
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SubjectTerms Buildings
Conferences
Cultural differences
Digital Gamification
Education
Electronic learning
Games
Internet
Language Learning
Navigation
Reliability
Teacher's Experience
Teamwork
Technology in Teaching
TEFL
Title Navigating Gamification in Language Education: Analyzing the Experiences of MA TEFL Students
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