The Impact of Game-Based Learning (Gbl) on Efl Learners' Buoyancy, Directed Motivational Currents (Dmcs), and Language Learning

dc.authorwosid Ghanizadeh, Afsaneh/Adh-0668-2022
dc.contributor.author Arzhangi, Mohadeseh
dc.contributor.author Ghanizadeh, Afsaneh
dc.date.accessioned 2025-04-11T19:30:43Z
dc.date.available 2025-04-11T19:30:43Z
dc.date.issued 2025
dc.department Fenerbahçe University en_US
dc.department-temp [Arzhangi, Mohadeseh] Fenerbahce Univ, Istanbul, Turkiye; [Ghanizadeh, Afsaneh] Imam Reza Int Univ, Mashhad, Iran en_US
dc.description.abstract The teaching approach of game-based learning emphasizes the creation, improvement, and use of games for educational purposes and training to achieve specific learning goals. A quasi-experimental research study using quantitative methods was conducted to investigate the impact of Game-Based Learning on the academic resilience, Directed Motivational Currents, and language learning of English as Foreign Language (EFL) Learners. The study involved 30 pre- intermediate students from two classes at the Iran-Europe Language Institute in Tehran, with one class assigned to the experimental group and the other to the control group. To provide a baseline for comparison, the experimental group participated in game-based learning, while the control group received traditional education devoid of any game-based activities. In effect, the experimental group engaged in digital and non-digital games related to vocabulary, grammar, and other language components alongside with some real-time quizzes, whereas the control group adhered to traditional teaching procedure in instruction, revision, and mainstream quizzes, in a non-gamified context. Data were collected using the L2 Buoyancy Questionnaire and the Persian version of the Dynamic online DMC Disposition Questionnaire. Results indicated statistically significant improvements in the experimental group`s academic buoyancy, DMC, and language proficiency with effect sizes of 1.96, 0.71.272, and 0.585 respectively, compared to the control group. Derived from these findings, teachers are recommended to integrate game- based learning by incorporating interactive language tasks such as digital simulation or vocabulary games into their lesson plans, helping the students engage more with the material effectively. Furthermore, educational institutions and administrators can elevate students' knowledge quality by incorporating game- based instruction into curricula, by providing structured gamified tasks aligned with curriculum objectives to make learning more effective and engaging. en_US
dc.description.woscitationindex Emerging Sources Citation Index
dc.identifier.doi 10.29333/iji.2025.18138a
dc.identifier.endpage 694 en_US
dc.identifier.issn 1694-609X
dc.identifier.issn 1308-1470
dc.identifier.issue 1 en_US
dc.identifier.scopusquality N/A
dc.identifier.startpage 679 en_US
dc.identifier.uri https://doi.org/10.29333/iji.2025.18138a
dc.identifier.uri https://hdl.handle.net/20.500.14627/891
dc.identifier.volume 18 en_US
dc.identifier.wos WOS:001432626800028
dc.identifier.wosquality N/A
dc.language.iso en en_US
dc.publisher Gate Assoc Teaching & Education-Gate, Switzerland en_US
dc.relation.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/openAccess en_US
dc.subject Buoyancy en_US
dc.subject Directed Motivational Currents en_US
dc.subject Game-Based Learning en_US
dc.subject Language Learning en_US
dc.subject Efl Learners en_US
dc.title The Impact of Game-Based Learning (Gbl) on Efl Learners' Buoyancy, Directed Motivational Currents (Dmcs), and Language Learning en_US
dc.type Article en_US
dc.wos.citedbyCount 0
dspace.entity.type Publication

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