NATIONAL ECONOMICS UNIVERSITYFACULTY OF FOREIGN LANGUAGESDEPARTMENT OF BUSINESS ENGLISHNGUYEN PHUONG THUY INFLUENCE OF GAMIFICATION ON STUDENTS’ PERFORMANCE IN ENGLISH E-LEARNING OF YOUN
Trang 1NATIONAL ECONOMICS UNIVERSITYFACULTY OF FOREIGN LANGUAGESDEPARTMENT OF BUSINESS ENGLISH
NGUYEN PHUONG THUY
INFLUENCE OF GAMIFICATION ON STUDENTS’ PERFORMANCE
IN ENGLISH E-LEARNING OF YOUNG STUDENTS AT PANTADO
ENGLISH CENTER
Trang 2NATIONAL ECONOMICS UNIVERSITYFACULTY OF FOREIGN LANGUAGESDEPARTMENT OF BUSINESS ENGLISH
NGUYEN PHUONG THUY
INFLUENCE OF GAMIFICATION ON STUDENTS’ PERFORMANCE
IN ENGLISH E-LEARNING OF YOUNG STUDENTS AT PANTADO
ENGLISH CENTER
Hanoi, April, 2023
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AcknowledgementDuring the implementation process, I received a lot of love and help fromeveryone This is to acknowledge all those without whom this research would not
have been possible.
First and foremost, I cannot begin to express my pleasure and respect to allteachers in the Faculty of Foreign Language- NEU who gave me a wonderfuleducation with meaningful lessons during the time when I was in university
Besides, I would like to send my thanks to Pantado English center which provided
me a professional intern environment with beloved colleagues and students
I would like to pay my special regards to my supervisor whose guidance isthe important driving force behind my internship report She gave me invaluable
methodology throughout her enthusiasm, sincere, scientific experience to carry out
and present the research works step by step Her feedback remedies my mistakes
Our sincere gratitude goes to my family, National Economic University’s
students, friends, people who physically and mentally support me in the process of
collecting survey data and figuring out ideas
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Executive Summary
After the internship period at Pantado English, I recognized the importance
of improving the learning performance of English language learners as well as thepotential of games in online learning programs Therefore, this study aims to givepractical findings and recommendations to Pantado English center by investigating
“the influence of gamification on students’ academic performance in English
E-learning at Pantado English” and considering the mediating role of student’s
motivation in this relationship This report combined quantitative and qualitativeresearch methods to analyze the direct and indirect relationships of observed
factors Young students in the age range from 6 to 15 years old were the
participants that were observed for 4 weeks in February 2023 and needed to
complete a questionnaire of this study SPSS 20 and AMOS 24 were applied to
analyze the collecting data The results showed that gamification and motivationhad a significant impact on student’s academic performance in English online
class Furthermore, the findings also confirmed the mediating role of motivation
in the model Several recommendations for Pantado English and teachers were alsogiven in this report
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LIST OF ABBREVIATIONS
English
Analysis Of Moment Structures
Active Teaching Method
Confirmatory factor analysis
CMIN/DF Contrast Media - Induced Nephropathy/Divided By
The Degree Of Freedom
Composite reliability
Exploratory factor analysis
English as a Foreign Language
a
12 LOPUTA Learning on Projects of United Promotion for
PA Academia online learning platform
SPSS Statistical Package For The Social SciencesUNICEF United Nations Children's Fund
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LIST OF TABLES
Table 1 Departments and function at Pantado English center - 6
Table 2 Levels and curriculums at Pantado -. ¿55 5+5 c+sscseesrsee 7Table 3 Theoretical foundation of incentives and reWwards - ‹ - 16Table 4 Overview of relevant study about øgamIficatIon - -«-xe<s+ 19Table 5 contains more information about the measurement elements 26Table 6 Demographic profile of responndenIs + 5 +++5+++++£scsc++ 32Table 7 Summary of multiple regression MOdel - «+ s+s*++£+x+s£sxz+ 34Table 8 Analysis of variance multiple regression model - -s«-s=s«+ 35Table 9 The coefficients of the multiple regression equation 35
Table 10 Indirect effects testing ese eseeeeseeseteneeeeseteeseteeseeseesesesseserecseeeaes 38
Table 11 Summary of hypothesis Testing ResulÏ(S - s5 55s<+sc+csx+ 38
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LIST OF FIGURES
Figure 1 Summary of target behaviors and game design elements 17Figure 2 Gamified learning supports the achievement of learning outcomesthrough behavior change facilitated by game attribute(s) employed in gamificationSource: Landers 8020) 0 19Figure 3 Social gamification framework: context Of uSe - -+ 20Figure 4 Creating a Gamified Learning Environment (GLE) - 20Figure 5 Relationship model . «5 + + 2x 21 23121 9v 9v kh vn nh ghi 21
Figure 6 The model for introduction of gamification into the field of e learning
"¬—- 23Figure 7 Model of motivation in games (based on Ryan & Deci, 2000b and
Vassileva,2012) cccccccsccssscsssessceseeescsseesecesecsseeseeesesesecssecssesecesecesecseesseseseesseenesensens 24
Figure 8 Research IO(eÌ «+ 1k9 1 91 19 19 11v ng ng nh nh rưc 29Figure 9 Frequency of joining lessons with gamified acfIvities 33Figure 10 Confirmatory factor analysis r€SUÏ(S ¿2 +5 x+xcse+eesezxss 37
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5 Scope bối bi 4
6 Research methOds -. ¿c2 1241912115121 35191 21210111 111 H1 gi rưn 4
7 Structure of the research eee eee cess 1 1 113 1T HT TT HH ni, 4CHAPTER I: INTRODUCTION OF THE COMPANY 6
1.Basic 1nfOrImatION 652 134 91 31 12319121 111 1100011100101 HH HH 62.Departments and U'ICfiOTI + + + %3 S13 xxx ghi, 63.Pantado CUTTICUÏUITS (5 223 22121 5121 191 1 1 12113 111 11g ườ 7
4 Gamification and Student’s academic performance at Pantado English center 9
CHAPTER II: LITERATURE REVIEW 11
2.1 Overview of the key-term cece - - «+ + 21v vn ng nen 11
2.1.1 GaImIfiCAfIOHA c1 TH HH TH HH HH it 11
PA ZOOM wo .Ả 122.1.3 E-learning and English e-learn1ng «5+ x+x£sxeerseeersrsxee 13
2.1.4 Students’ academic performance ¿- ¿+5 + 5+ ++e£+x+exexeexeeexse 14
2.1.5 Students’ mOfIVA{OTI óc 11T HH HT HH TH Hit 152.1.6 Research nh 172.2 Theoretical framework T1 a4 18
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2.2.1 Relationship between gamification and students academic
p9st0sn 1T
2.2.2 Relationship between gamification and students’ moftivation 2.2.3 Self Determination “TÏh€OrV 6 + St EEsEkkeskrskrserrreCHAPTER III: RESEARCH METHODOLOGY
3.1 Research participant - ác 1n TH ng ng HH ưệt
3.2 Research instrument - 5 5c 2+ St 3112312119 E ket ng re,
3.2.1 Measurement §CaÌ€ ¿+ ¿S52 3E 2E tr rrrec
3.2.2 Data collection and anaÏyS1S -c- sàng Hi,E0 uốn 3.4 Research DrOC€dUTE + 52 22t St 9191212121211 1 11 1 1g grrườn
CHAPTER IV: FINDINGS
4.1 Demographic profile of responderIfS ¿- eeteseeeeseeeeseeeeseeeeeee
4.2 Research r€SuÏ{S ¿5+ S424 1121212121211 2121010121111 0101111 g7 xe.
4.2.1 Reliability and validity of measurement scales - + s«+++4.2.2 Direct effects testing r€SỤ(S - 1h ng ghe
4.2.3 Indirect effect testing results - ¿+ xxx sskreskskrrerrree
4.3 Discussions Of results ce eee eee k1 HH HHCHAPTER V: CONCLUSION
hs an 5.2 LII{A(ION - ¿S111 111 9111 111111 TH HH HH TH HT HH Hư5.3 Recommendations for English teacher -¿ +5s++x+++++x£seexe5.4 Recommendations for Pantado English - 5s «5s ++<+s+s+ses+
REFERENCE
APPENDIX
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INTRODUCTION
1 Background of the research
Thanks to the continuing technology development, the need for updating
education was required in which students can learn at any time and from any place (Wolfinger, 2016) “MOOC (Massive Online Open Course)” has promoted and raised awareness under academic view of online learning and its elements(Lynch,
2004)
Recently, some international educational organizations have integrated
online teaching but not prominent yet (Mahyoob, M 2020) However, the Covid
19 pandemic facilitates conditions for applying E-learning “School closures due
to the Covid-19 have resulted in a dramatic change in education with the rapid growth of E-learning, in which teaching takes place remotely and via media platforms” (Thanh Luy, 2022).
Additionally, in Vietnam teaching and learning at all levels from
Kindergarten to University have confronted some difficulties, challenges andobstacles in all regions (Nguyen Thanh Hien, 2020) There are lots of factors thataffect educational institutions and foreign language education, mainly thespreading of Covid-19 pandemic and the inflexibility to foreign language learning
via online softwares The inequality in technology between regions along with each family's economic conditions also challenges both teachers and learners In
order to overcome this problem, designing and innovating Active TeachingMethod (ATM) in combination with information technology (IT) are essential tocatch up with the global trend in the 4.0 technology era
In a virtual meeting with UNICEF's representatives in 2020, Education
Minister Phung Xuan Nha emphasized that “although remote teaching was a
temporary action responding to the Covid-19 pandemic, this would be an
opportunity for the acceleration of digital transition in the education sector”
(UNICEF Vietnam, 2020) As cited in UNICEF (2021), the data demonstrated thatsome types of remote learning through radio, television, or the Internet have beenlaunched out by more than 90% of education ministries around the world
E-learning has been a crucial learning technique by allowing flexible
environments and a wide range of resources for students(Li, S., Zhang, C., Liu, Q.,
& Tong, K., 2022) Therefore, in recent years it is much more necessary to applyE-learning due to the increasing demand which promotes curriculum planners and
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educators to actively launch lots of e-learning platforms, activities, and materials
to support students besides traditional offline studying methods The context of
e-learning systems in educating students can be categorized into two aspects:
“computer-based learning and web-based learning” (Kumar Basak, S., Wotto, M.,
& Belanger, P., 2018)
According to Afrizah, N (2018), there are several requirements to build up
a successful English E-learning environment including a “fast-paced structure and program of electronic activities” It is said that online or blended teaching can enhance the learning outcomes of students(O'connor, S., & Andrews, T., 2018);
also for foreign English learners, they found it easier to learn English grammar in
an online English class (Pinto-Llorente, A M et al., 2017)
Meanwhile, the integration of gamified activities in class has beendetermined as a useful teaching method that could boost student engagement
which leads to positive influence on students’ academic learning(Saleem, A N.,
Noori, N M., & Ozdamili, F., 2022) According to Nah, F F H et al (2013) ,engaging gamification into lessons is identified as one of the effective teachingtechniques
Gamification in education can be simply understood as another way to
apply game dynamics and game mechanics in class According to previous
relevant research, when students join an e-learning lesson but lack motivation, it
can restrict them from gaining success or achieving the expected learning target
(El-Seoud, S A et al., 2016) This study also stated that the dominant features ofe-learning that allow students to be more interactive can improve the students’motivation
Based on above-mentioned relevant academic background research, it may
be concluded that it is worth studying the impact of gamification on student’s motivation and performance.
In Vietnam, many e-learning platforms for all subjects were set up as apotential environment for students to actively self-study at home or anywhere
without joining direct supplementary classes especially for learning English Those
English e-learning programs included interesting activities with standardized
English education systems which might attract young learners and stimulate them
to be more engaged in the lessons At Pantado English center, all English classesare online-based lessons through Zoom in which students might be distracted bymany internal and external reasons After observing online classes at PantadoEnglish in 3 internship months, many obstacles that challenge both English
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teachers and students at Pantado English were found including low concentration,
poor engagement or academic performance of students, ineffective learning
outcomes.
Therefore, this study will investigate “Influence of gamification on students’ performance in English E-learning ofyoung students at Pantado ”.
2 Rationale
The research was conducted for 3 main reasons Firstly, lots of relevant
study in the context of gamification as well as E-learning which would be valuabletheoretical background and literature for this study were found However, in
Vietnam, the research related to E-learning and gamification mainly focused on
students in higher education instead of young students in primary and secondary
school.
Secondly, during the covid 19 Pandemic, lots of English centers includingPantado English center developed and applied the online teaching method through
several platforms such as Google Meet, Zoom, Microsoft teams This fact required
all centers to enhance the English teaching quality in order to effectively attract
students and improve their performance among the lessons.
Thirdly, Pantado English center which specializes in educating the young
students (from 6 to 15 years old) was beneficial for the data collection of this study
Finally, based on the overview of relevant study, gamification was found to
be an effective tool to improve students’ performance and outcomes which is worth
to do more research about.
From the above arguments, it is essential to carry out a study about theinfluence of applying the gamification activities to improve students’ academicperformance
3 Purposes of the research
This study has two main objectives Firstly, it investigates the influence of gamification on students’ performance as well as the mediating role of students’
motivation in the context of English E-learning Secondly, by carrying out this
study, several recommendations for English education institutions in general and
Pantado English center in particular can improve the curriculum and help English
teachers apply more effective methods for teaching English
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4 Research questions
This research was conducted to answer 3 main research questions:
Question 1: Which aspect of the gamification affects English E-learning
students’ performance the most?
Question 2: Does student’s motivation mediate the relationship between
Gamification and student’s academic performance?
Question 3: What methods should English teachers apply to improve
students’ academic performance?
5 Scope of the research
This research concentrates on investigating the influence of gamification on students’ performance in English E-learning based on a theoretical framework in which students’ motivation was a mediator Data were collected from actual
classes on Zoom at Pantado English center during 4 weeks in February, 2023 40young students (from 6 to 15 years old) at Pantado English center were the
participants in this study.
6 Research methods
Firstly, the quantitative and qualitative methods will be applied
Questionnaires will be used to collect information among young students Survey
with a questionnaire in Google Form was used because the questionnaire can
directly obtain the required data in a short response time and promote the
participants to give their evaluation
Furthermore, direct results by applying the gamification in English online
classes will also be observed Their performance will be checked through severalgamification activities and their attendant to these activities Secondly, the relevant
academic paper from reliable sources will be the references for this study in order
to build up a suitable research model.
7 Structure of the research
This study will contain 5 main parts Before starting a presentation aboutthe study, an overview about the research including the background, rationale,
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objectives and scope will be included in Introduction After that, in “Chapter I: Introduction of the company”, current issues at the company that are related to the
topic will be analyzed Secondly, extant literature related to gamification, English
E-learning (as a second language); students’ motivation and academic performance will be reviewed in “Chapter II: Literature review” to give a clear overview about the topic and the theoretical framework Thirdly, in “Chapter III: Research methodology”, conceptual framework along with measurement scales
from existing ones and prior studies will be references to build up the researchmodel and research hypothesis for this study In Chapter IV: Findings, the results
of analyzing the collected data and empirically testing the hypothesis will be
analyzed in this part, discussions of the results are also included in this part Finally, in “Chapter V: Conclusion”, limitations of the research and recommended ideas for future studies will be discussed.
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CHAPTER I: INTRODUCTION OF THE COMPANY
1 Basic information
Pantado was established in 2016 with the mission of "Spreading knowledge,
fostering national wisdom" Pantado Technology Development Joint Stock
Company does business in the field of online English learning Initially, Pantado
only developed the offline course to educate English In 2017, Pantado marked an
important milestone when the first online class was put into operation with 2 main
areas: English for working people and English for children Classes at Pantado
English Center usually last from 45 to 60 minutes through the online learning
application named Zoom
2 Departments and function
Pantado includes 3 main departments: Administration and HR department;
Research and development department; Customer service department The details
about functions of each department will be shown in the following table
Table 1 Departments and function at Pantado English center
Source: Pantado English center
Department Functions
Administration and - Teacher management: Personnel records, training contracts,
HR department internship confirmation
- Working time management: timekeeping, — salary
calculation, bonus and other welfare policies;
- Engaging teachers: Motivating, sharing and listening to
- In charge of recruitment, evaluation and input training forteachers and departmental staff
- Some other related issues (if any).
Research and - Develop appropriate learning materials for programs
development - Quality assurance of learning materials
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department - Develop plans and content for training sessions on
teaching methods for teachers
Customer service - Consult suitable courses for students
department - Support to answer questions about the course for students
parents
- Arrange entrance test schedule for students
- Update necessary changes/notices for parents and students
3 Pantado curriculums
The English level of students at Pantado will be tested before choosing the
appropriate curriculum More information about the curriculums and
coursebooks are presented in the following table
Table 2 Levels and curriculums at Pantado
No Level Student Content
-Age range: 4-6 years old Level l consists of 2 parts:
-Students start learning the | + Phonics: teaching about
language English from the | the Alphabet (spelling,beginning how to write letters, how to-Students lack knowledge from | play letter sounds)
Vocabulary and Alphabet + Topics: intensive learning
from Vocabulary on
common topics use (color,animal, family); The firststep of developmentspeaking ability
Textbook Textbook Program Textbook Syllabus
(textbook of the Ministry of (pilot system) from grade 3
-Elementary, middle and high
school age
-Students who desire to learn
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Fun forStarters,Movers, Flyers
KET, PET
Supplement
(6,7,8,9)
New GrammarTimes
Middle school age (6th grade grade 12)
Student who have backgroundknowledge (language)
sound) and skill exerciseslistening, speaking, readingand writing (exercise in theform of S, M, F)
- Practice tests to take amock test
- Practice tests totake the mock test; in the test
contains grammar and word
sections vocabulary
corresponding to the content
test
- Lessons delivered byindividual skills (listening,speaking, reading, writing);every skill
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Grammar -Junior high school age - 4 sets of Grammar Summary (grade 6 - grade 9) Summary corresponds to 4
Ministry of Education)
center
All classes at Pantado English center are online-based through Zoom with
1 teacher and 1 student which offer a learning environment which can deliver
knowledge effectively based on every students’ capacity The online 1-1 English
class provides both students and teachers a multitude of benefits First of all, in a
1-1 English class, the teacher can focus all their attention on the student, which
helps identify their strengths and weaknesses, and provide personalized guidance
and support Secondly, One-to-one classes provide flexibility in terms of
scheduling and content Students can choose the time and duration of their lessons
and customize the curriculum to their specific areas of interest With personalized
instruction, students can more easily remember what they have learned, and retain
it long-term
However, besides the advantages that this class model brings,disadvantages still exist and both teachers and students confront several notable
obstacles that need to be solved for better performance and outcomes of students
The first obstacle is the different communication barriers that students and
teachers might face due to language, accent, pronunciation or expression
differences, which can cause misunderstandings, frustrations or
miscommunication
Secondly, the majority of students at Pantado English center are in primary
and secondary school Young students might be easily distracted by lots of factors,
while teachers strive to motivate students, the personal motivation of students
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plays a critical role in their learning outcomes, and many students in 1-1 English
classes might lack motivation or may feel isolated, which can impact their learning
results
Thirdly, as it is 1-1 online class, the main disadvantage might be the
potential lack of social interaction and opportunities for collaborative learning that are often present in traditional classroom settings Students in 1-1 English class might lack “the feeling of accomplishment” that they can get through competitions
with other peers This issue may negatively affect their motivation, engagementand performance in class
Finally, the majority of the lesson slides and lesson plans at Pantado English
are strictly associated with the coursebook in which all the exercises should be
completed on paper or the chat box of Zoom instead of games activities which aredetermined to increase students’ academic performance and raise theirmotivations
These problems lead to an urgent need to improve the lessons activities and
learning systems by applying more gamified activities to enhance students’
academic performance However, it is necessary to provide a convincing andpractical finding on the effect of gamification in English E-learning for young
students Therefore, this internship report aims to carry out the study about that.
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CHAPTER II: LITERATURE REVIEW
In the previous part, introduction and background of the study were
presented In this chapter, the key terms will be reviewed by overviewing relevant
research Besides, the theoretical framework will also be included in this part.
2.1 Overview of the key-terms
2.1.1 Gamification
According to previous relevant research, gamification has different
definitions Deterding, S et al (2011) identified gamification as the “use of game design elements to motivate user behavior in non-game contexts” Kapp, K M (2012) defines gamification as “using game-based mechanics, aesthetics, and
game-thinking to engage people, motivate action, promote learning, and solve
path.”
Additionally, gamification has been investigated and combined in a variety
of areas in recent years (Pedreira, O., Garcia, F., Brisaboa, N., & Piattini, M., 2015)
with the intention of improving employee performance in completing their dailychores and work (Hugos, M., 2012) or enhancing the motivation, engagement, and
retention of students in online lessons (Hadi Mogavi et al., 2022) Gamification with game elements was applied into a “non-gaming software application to increase user experience and engagement” (De-Marcos, L et al., 2014).
Gamification has been shown to apply game design elements to gain differentobjectives including promoting working productivity (Zichermann, G., &Cunningham, C., 2011), user engagement (Hamari, J., & Koivisto, J., 2015;Nehring, N., Baghaei, N., & Dacey, S., 2018), learning (Indriasari, T D et al.,2015; Gooch, D et al., 2016; Cézar-Gutiérrez, R., & Sáez-López, J M., 2016);
user behaviour (Reddy, L., 2018) Moreover, gamification is confirmed to increase learners’ engagement with course materials and stimulate their motivation, learning participation and collaboration (Denny, P., 2015; Dicheva, D., & Dichev, C., 2015; Nehring, N., Baghaei, N., & Dacey, S., 2018).
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By reviewing the literature, several attempts to integrate gamification into
blended learning and e-learning can be found (Landers, R N., & Callan, R C.,2011; Muntean, C I., 2011; Filsecker, M., & Hickey, D T., 2014), but research ongamification is still worth exploring (Filsecker M., & Hickey, D T., 2014) The
idea behind educational gamification is to leverage game-like rule structures, player experiences, and cultural norms to influence student behavior (Su, C H., &
Cheng, C H., 2013) Gamification shares some components with behavioristlearning theory, such as the supremacy of positive reinforcements, tiny, multi-step
tasks, immediate feedback, and incremental challenges, according to Biro, G I.
(2013)
Gamification can improve a student's efficacy, contentment, engagement,and efficiency in a strong online learning environment A proper blend ofgamification, balanced activities, and skills can put students in the "so-called state
of flow" during their learning (Urh, M., Vukovic, G., & Jereb, E., 2015)
According to Jackson, S A., & Eklund, R C (2002), “flow is a crucial part
of challenging activities where a person’s concentration and skills are essential for
an outcome” According to McGonigal, J (2011), “feeling of flow is caused by
four elements that interesting games have in common: goals, rules, feedback, and
voluntary participation” If the game can properly balance the difficulty level of the tasks, it can help the users engage “in a flow state” which is highly motivating
(Csikszentmihalyi, M A., 2008)
It is identified that an effective educational game should facilitate for large
amounts of feedback, students' knowledge raising, tasks for them to complete individually and environments that flexibly change depending on learner’s level
(Garris, R., Ahlers, R., & Driskell, J E., 2002; Barab, S et al., 2010)
Rigole, N., Hollingsworth, L., & Ray, J (2017) investigated the usage of badges and other gamification elements to improve “engagement, participation,
and achievement in online learning platforms” The use of the aforementioned
tactics increased student engagement, according to the findings of a pilot case
study Gamification has been shown by Utomo, A Y., and Santoso, H B (2015)
to enhance learning activities and learner behavior.
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viewers, group messaging services, and recording of sessions Its main features are
HD video and HD voice, group messaging, full-screen view, simultaneous screensharing, Breakout Rooms, and whiteboarding Zoom is simple to use and has anintuitive user-interface Besides, Zoom video conferencing is stable and supports
long video calls.”
According to Nadezhda, G (2020), English teachers can investigate and
evaluate the four competencies using Zoom's features through in-depth interactions with pupils Zoom encourages English teachers to annotate on the
shared screen in addition to screen sharing, making classes more engaging If theteacher activates this function, students can record their lessons in English and
toggle recording on and off as often as they'd like throughout a lesson, either
locally or to the cloud Instructors can record lessons and rewatch them to evaluate
students’ strengths and weaknesses, while students can evaluate their own skills by
viewing lessons that have already been recorded
2.1.3 E-learning and English e-learning
From the middle of the 1990s, electronic learning, or e-learning, has been
employed extensively in education (Lee et al., 2009) E-learning is "the use of
electronic technology to produce learning experiences," according to Horton
(2012) This method includes the use of e-learning platforms and tools to promoteefficient teaching and learning In order to enhance the values of individuals or
educational organizations, students and teachers can take part in the distribution of
educational resources, collaboration, and training An effective online learning
environment, according to Shea, Shea, P J., Pickett, A M., & Pelz, W E (2003), should encourage student collaboration, interaction between students and faculty,
prompt feedback, task completion time, active learning strategies, communication
of high expectations, respect for diversity, as well as each student's individual
learning preferences
According to Aljaser (2019), e-learning platforms enticed students to be
more interested in the classes and that students in the e-learning environment
performed better than those in traditional classrooms
Additionally, according to Haleman, K N., & Yamat, H (2021), E-learning
is proven to be a successful strategy for learning English during the COVID-19
pandemic due to a number of factors, including its ability to help students become
more productive, learn more effectively, and improve their academic performance,
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as well as its ability to give them
According to MOET (2021) figures, more than 43,000 schools—of which
tertiary institutions make up approximately 60%—have already made the
transition to virtual teaching and learning as of July 2021 Since the spread of
COVID-19, the Ministry of Education and Training (MOET) in Vietnam has reportedly been employing a variety of strategies to stop the virus' spread while
maintaining the teaching and learning of every educational system, according to
Ly, T N L., Nguyen, T L., & Nguyen, H N (2021) Several online teaching
tools, including Zoom, Google Meet, and Microsoft Teams, were used.
2.1.4 Students’ academic performance
Academic performance is defined as the extent to which “students reach or
achieve their education goals as a result of ongoing classroom tasks, exams, or standardized tests” (Gist, W E., Goedde, H., & Ward, B H., 1996).Cognitive and memory abilities are related to academic performance (Aguirre-Perez et al., 2007).
GPA, which is linked to success in classes and in particular subjects, is typicallyused to assess student performance (Robbins et al., 2004) Cognitive and memory
abilities are related to academic performance (Aguirre-Perez et al., 2007) The only
measure of student achievement utilized in the literature on Facebook is GPA,
which is also the most often used indicator of student performance in writing about
academic results (Junco, 2015) In the existence of suitable learning facilities forthe kids, academic performance ought to be improved The academic success of
the pupils is positively correlated with the instruction given by parents and
instructors Also, being aware of one's strengths and capacities is linked toimproved performance (Mushtaq & Khan, 2012)
It is the primary factor influencing success in the educational context and is
often measured by academic performance across several topic areas(Tomporowski, Davis, Miller and Naglieri 2008) The ability to alter and interpret
data, particularly perceptual data, is essential for achieving good academic
achievement Cognitive performance is a wide notion that includes "psychological
ability," which is influenced by the executive functions (planning, inhibitory
control or memory) These elements are crucial for overall academic achievement,together with motivation or behavior (Ruiz-Ariza, Grao-Cruces, Loureiro andMartfnez-López 2017) According to lots of academic studies, gamification can
lead to a better academic performance ( Fracz 2015; Wichadee, S., &
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Pattanapichet, F., 2018; Chen, Huang, Gribbins, and Swan 2018; Ortiz-Rojas,Chiluiza, and Valcke, 2019; Alharti, 2020)
Previous research that determined how gamification affected learners'motivation and performance almost often used systematic reviews orbibliographical mapping as their review designs These earlier reviews examinedthe relationships between gamification, motivation, and academic performance,
with useful outcomes (Dichev and Dicheva 2017; Hamari, Koivisto, and Sarsa 2014; Seaborn, K., & Fels, D I., 2015) The findings of these reviews were
explained by variations in participant characteristics and gamification situations.However, gamification approaches vary, and motivation and academic
performance concepts are extensive and connected to a variety of topics (Ryan and
Deci 2017; Tomporowski et al 2008)
2.1.5 Students’ motivation
Researchers and educators have long been interested in learner motivationsince it is strongly related to achievement and desired results (Esra, M E § E.,
& Sevilen, C., 2021) Lumsden (1994) defines motivation as learners’ willingness
to engage in the language learning process Dörnyel, Z., Henry, A., & Muir, C.(2015) simplifies motivation as an indispensable part since without it studentsmight be in trouble even if they are learners with the most outstanding abilities.Dornyei, Z (2020) suggests the concept of motivation is closely connected with
engagement and motivation must be ensured in order to gain student engagement.
Lots of studies about how relevant applying gamification and students’ motivation were found The impact of gamification components on learners’
motivation was validated by O'Donovan (2012) These gamification components,which include a progress bar, badges, leaderboards, storyline, social forum, and
aesthetics, were implemented in one of the University of Cape Town's courses.
The findings came from a Brain Hex survey (Monterrat, Desmarais, Lavoué, &George, 2015) It suggested that, apart from social forums and aesthetics, all
gamification components could boost students' motivation levels Gamers were
only extrinsically oriented toward the prizes, which robbed them of their ownintrinsic desire and interest
According to Hassan and associates (2021), pupils are motivated to study
harder when they feel that they have made progress Positive feedback, the
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cornerstone of gamification, boosts users' motivation and self-worth The findings
showed that adaptive gamification components and exercises chosen in accordance
with each student's unique learning level and dimensions might greatly improve
features like motivation, course completion, interest, and involvement in the online
course.
Table 3 Theoretical foundation of incentives and rewards
Source: Richter, G., Raban, D R., & Rafaeli, S (2015)
Motivation theory Incentives/rewards Role
Self efficacy Audio/verbal/visual/music/ Feedback
sounds effect
_ Progress bar | Feedback, achievements
Feedback, reward, status,
achievements, competition, progression, ownership
Status and reputation, achievements
and past accomplishments, collection, competition, ownership
social comparison Virtual goods Reward, social, status, achievements,
ownership, self-expression
Leaderboard Status and reputation, achievements,
competition
Rewards-choosing colors, power Achievements
Self-efficacy, Achievements Collection, status, competition,
goal-setting, PIT, discovering progression
expectancy value, Levels Feedback, status and reputation,
need achievement, achievements, competition, moderate
social comparison challenge
Social comparison, —§ Avatar
personal investment
theory, expectancy
value
Social, self-expression, ownership
The Self-Determination Theory (SDT) (Ryan & Deci, 2000), ARCS (Keller,
2010), and The Taxonomy of Intrinsic Motivation (Lepper, M R., 1988) are a few
examples of motivational theory that divides motivation into extrinsic and intrinsic
motivation Intrinsic motivation refers to benefits from a person, whereas extrinsic
motivation is motivation brought on by rewards from the outside world According
to Keller (2010), "[intrinsic and extrinsic incentive] factors are more frequently
found to be linked in any given context." He uses the example that no matter how
much a person loves the job, he/she probably would not continue doing it if the
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pay were lower
2.1.6 Research gap
Until now, a lot of related study in the context of gamification as well asE-learning which would be valuable theoretical background and literature for this
study were found Despite that, the investigations about how gamification affects
students’ academic performance with students’ motivation as a mediator in the
context of English (as a second language) E-learning with young learners in
Vietnam, particularly in English centers is still exploratory
Firstly, the usage of gamification in education has drawn the attention ofeducation scholars as a result of its popularity in the early 2010s (Swacha, J.,
2021) Several related studies show that gamification has been used at other
educational levels, including preschool (Alshammari, M T., 2020) and elementary
school (Lamrani et al., 2018), secondary (Buzko, Bonk & Tron, 2018) and higher
education Additionally, gamification models were designed in a previous relevant
study (Dermeval, D et al., 2019) This research can be a theoretical background
and literature contribution for this study
Target behavioral Game design elements
Competition Leaderboard, points
Enjoyment Story, rewards, badges, avatars, challenge, pointsExploration Levels, challenge, boss fight
Effectiveness Leaderboard, badges, points
Figure 1 Summary of target behaviors and game design elements.
Source: Dermeval, D., Albuquerque, J., Bittencourt, I I., Isotani, S., Silva,
A P., & Vassileva, J (2019)
Second, gamification has attracted the interest of education researchers,
who have conducted a number of studies to investigate how it affects students’
learning outcomes.(Bai, S., Hew, K F., & Huang, B., 2020); students’ motivation
(Boudadi, N A., & Gutiérrez-Colón, M, 2020); e-learning platforms that involve
and engage students (Bouchrika et al., 2021) Gamification proponents assert that
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incorporating game elements into classroom or online learning environments
would enhance learning results by increasing students' motivation and engagement(Landers, 2014)
Thirdly, although abundant relevant research about e-learning in Vietnam
was found, they only focused on higher education with university students as their main participants After the COVID-19 pandemic, E-learning became popular not
only in higher education but also primary and secondary school in which studentsare engaged in online lessons through several platforms such as Zoom, Microsoft
teams, Google meet This situation leads to an urgent need for deeper study in
E-learning for young students to enhance the teaching quality and help students learn
better.
Due to the above research gaps, this research extends the current knowledge
on the relationship between gamification application in English E-learning and
students’ academic performance and motivation by highlighting the mediating role
of students motivation and how gamification influences the students’ performance.
Although data collected to test these relationships were related to students’academic performance at Pantado English center, research results could be applied
to many other educational institutions in similar contexts
2.2 Theoretical framework
2.2.1 Relationship between gamification and students academic performance
Based on relevant research, various design elements for gamification of
education are discussed in these papers along with their impact on the learners.
The overview of the study which analyzed the gamification in education will besummarized in the following table
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Table 4 Overview of relevant study about gamification
Relevant factors Reference
gamification and consequent
(points, levels, learning outcomeschallenges,
leaderboard)
Bai, S, Hew, KF, | Gamification Student academic | Educational
& Huang, B, 2020 performance context
Landers, 2015 Leaderboards, Students’
rankings motivation
In various research, it was scientifically demonstrated that there was a
connection between gamified activities and students' academic achievement The
Landers' Theory of Gamified Learning, often known as gamified learning, offers
a framework for describing situations in which gamification is utilized to promote
learning (Landers 2014)
Game Attribute
Behaviour/
Attitude
Learning
Outcomes
Figure 2 Gamified learning supports the achievement of learning outcomes
through behavior change facilitated by game attribute(s) employed in
gamification Source: Landers (2014).
A model of four possible learning outcomes for games was developed by
Wouters, Van der Spek, and Van Oostendorp (2009) These included
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communicative, affective, and cognitive learning outcomes as well as cognitive
learning outcomes separated into knowledge and cognitive skills
Many frameworks have been presented for the usage and creation of video
games since they started to be employed in educational organizations(Simo6es, J.,
Redondo, R D., & Vilas, A F.,2013) This study developed a framework that allows teachers to deliver certain knowledge through a gamified learning process
linked to a learning context and students’ profiles.(Figure 3)
Figure 3 Social gamification framework: context of use
Source: Simðes, J., Redondo, R D., & Vilas, A F (2013)
Toda et al (2019) have proposed a taxonomy of 21 game elements to be
used in gamified learning environments (GLEs) and divided these elements into
5 categories depending on “performance/measurement, environment, social/personal interaction and student experience”.
SN `“ Ấ knowledge +Crafts and cownmnes
Technological suppor Student tends ane Easliiom/ Graphic design
Figure 4 Creating a Gamified Learning Environment (GLE)
Source: Toda et al (2019)
Kuo and Chuang (2016) investigated how gamification design features
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affected user engagement, motivation, and retention by putting them to use on the
Learning on Projects of United Promotion for Academia online learning platform
(LOPUPA) These design components included game-like activities, points,
leaderboards, graphical prizes, discussion boards, level-up mechanisms, material
rewards, and an invitation system
Díaz-Ramírez, J.(2020) developed a relationship model (presented inFigure 5) This schematizes the relationships between the various game constructs
used in the study It is based on the theoretical relationships model developed by
Landers et al (2018) in the field of gamification science, and it is consistent with
the results of the systematic review by Rodrigues et al (2019), which demonstrates
an indirect relationship between gamification and learning through the themes of
applications, design, and game within the game concept
Predictors: Game
(Elements,
Moderators: awvectianticy)
Attitude toward t
the game [active 4
participation) "Mediators: _ SS aneanee
Enjoyment 3 Academic
Social relatedness performance,
motivation : failure rate
Other studies (Haruna et al.,2021) that addressed the establishment of a
point system wherein students said that using a combination of game components,
such as leaderboards, points systems, competition, badges, levels, and rapid
feedback, can serve as an efficient method for interactive learning, thus improving
learning results
According to a literature review on gamification and e-learning education(Saleem, A.N.; Noori, N.M.; Ozdamli, F, 2021)The most widely utilized
gamification components that have a significant impact on students are points,
leaderboards, the badge, and the level
Results from implementing various gamification features on a
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programming course were discussed by Panagiotis et al (2016) and indicated a
favorable impact on students' performance and motivation Feedback was given to
the students regarding their accomplishments and mistakes in exercise This
feedback helps students in analyzing their performance and changing theirbehavior as needed
In terms of gamification in educating second language teaching, Phuong,
H (2020) claimed that the integration of gamification should be more relevant inlanguage teaching than in any other areas of education given that games have long
been part of foreign language training Mufidah, N (2016) showed that gamified
activities allow EFL learners to reduce their anxiety and enhance their grammarperformance In addition, a gamified environment improves young EFL learners'
language acquisition and decreases learning distractions (Kaymbasolu, D.,
Oktekin, B., & Hac, 2016) The use of gamification in primary school in Hong
Kong is discussed by EFL instructors and students in Zou, D (2020), and good
results are obtained on the perceived usefulness of gamification in increasing
student engagement, motivation, and learning outcomes.
2.2.2 Relationship between gamification and students’ motivation
To manage E-learning well, institutions need to create an environment that
helps students be motivated, content, effective and efficient Through
gamification, teachers can connect students’ personal goals with e-learning
objectives (Urh, M., Vukovic, G., & Jereb, E ,2015) Therefore, Urh, M., Vukovic,G., & Jereb, E.(2015) develops a model presented in Figure.2, comprises the
following key components: "management of e-learning, important e-learning
factors, user experience elements, phases of development (analysis, planning,development, implementation, and evaluation), game mechanics, game dynamics,
and gamification elements, in e-learning and their effects on students”.
Gamification in e-learning is a model that aims to increase student pleasure,motivation,efficiency and efficacy This model considers t “contemporary theories
and practices of e-learning and education” According to contemporary conceptions of effective learning, “learning is most successful when it is proactive, experiential, contextual, problem-based, and offers quick feedback” (Boyle,
Connolly, & Hainey, 2011)
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IMPORTANT FACTORS IN E-LEARNING
ren | Virtual Goods
ELEMENTS OF USER | Leaderboards
EXPERIENCE | Gifts
Project Management
User Research Bere OF ` Usability Evaluation STUDENTS IN E-LEARNING
Infarmation Architecture [6000000020005 ‘Mativation
User interface Design Deuilopatent | Reward Engagement
Satisfaction
Visual Design | Achievements Effectiveness
Content Strategy Implementation | Self-expressions Efficiency
‘Accessibility | Competition Experience
Knowledge Acquisition
State of 'Flow’
Figure 6 The model for introduction of gamification into the field of e
learning
Source: Urh, M., Vukovic, G., & Jereb, E (2015)
In terms of gamification, Díaz-Ramírez (2020), Deci and Ryan (1985)
emphasized that three primary factors namely game elements, game mechanics,
and the gamified learning environment (GLE) should incorporate gamecharacteristics to boost intrinsic motivation in particular
In terms of motivation, this model provides four elements (attention,
relevance, confidence, and satisfaction) in order to encourage a person in a learningenvironment
Theoretical frameworks like self-determination, which distinguishesbetween three types of motivation—intrinsic motivation, extrinsic motivation, and
absence of motivation—may reveal effective learning mechanisms based on gamification (Ryan and Deci 2017) The “Motivation Scale-Course Interest Survey”, created by Keller (1987) and modified by Varank (2003), was also used
to measure motivation
“The scale was developed based on the ARCS motivation model and consists of the four principal factors of attention, relevance, confidence, and satisfaction” (Keller, 1987).
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2.2.3 Self Determination Theory
Motivation and engagement are the main topics of the self-determination
theory of human motivation “Self-determination theory (SDT)based on the three
principles of autonomy, competence, and relatedness” (Deci & Ryan, 2008;
Seaborn & Fels, 2015) According to Baard, Deci, and Ryan (2004), competence
and drive to overcome obstacles and succeed are related “The need for autonomy,
they added, relates to volition and choice-making in pursuing and being
responsible for one’s actions The need for relatedness, they elaborated, is about
social status and an association with others based on mutual respect and
interdependence” The three components of SDT represent the psychological
requirements of people to make decisions, compete, and work with others; all of
these needs can be met in a gamified setting
Intrinsic Social Extrinsic
«————— _C o_o oO
Self-Determination Theory-Comprehensive theory
Needs based Social based Rewards based
Maslow's hierarchy of needs Social comparison Expectancy value theory Need achievement theory Personal investment theory Skinner's reinforcement
Goal setting theory Self- efficacy theory
Figure 7 Model of motivation in games (based on Ryan & Deci, 2000b and
Vassileva,2012)
In contrast, “self-determination theory (SDT)” has been linked by
researchers to motivation and video game components As soon as they enter a
gamified environment, players voluntarily take on virtual challenges with the
intention of having fun; this is a result of deeply ingrained human traits:
"Intrinsically motivated activities are anything that the individual finds interesting
and does without any kind of conditioning, just by the mere pleasure of carrying
them out."(Francisco-Aparicio, Gutierrez Vela, Isla-Montes, & Sanches, 2013, p
114)
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CHAPTER HI: RESEARCH METHODOLOGY
To design a model of e-learning to be used in English E-learning for young
students that use gamification, we have to know the users and their needs
3.1 Research participants
For the study, the question board platform is available to students of primary
and secondary ages which are studying at Pantado English center In terms of age,
nearly 65% of students at Pantado English center are from primary and secondaryschool who are at AI-BI (AI, A2, B1) English level and want to have better
academic performance at school Moreover, according to Zou, D (2020), the EFL
primary students expressed great passion and interest in the gamified classroom
Besides, both teachers and primary students agreed that a gamified classroom promoted effective learning In the primary learners’ perspective, gamified classes
provided them with interesting learning activities in which they can enhance the
knowledge, thus better learning outcomes were achieved Therefore, the profiles
of participants in this study vary in the age range from 6 to 15 years old The
information about types of school that students are engaging in will also be
collected
3.2 Research instruments
3.2.1 Measurement scale
This study adapted a self-administered survey quantitative to empirically
test the hypotheses proposed in the context of English E-learning in Pantado
English center This study applied a combination of convenient and theoreticalsampling scheme, similar to the theoretical sampling used by Urh, M., Vukovic,
G., & Jereb, E (2015), in which aspects and observed variables would be
potentially analyzed All of the construct measures were drawn from extant
research with reliable measurement scale items All items in the measurement scale
were measured with a 5-point Likert scale The proposed conceptual frameworkconsisted of three main constructs, namely Gamification (Game elements, game
dynamic, game mechanic); Students’ motivation; Students’ academic
performance
The questionnaire contains a total of 25 items (presented in Table 1) with
13 items for Gamification (5 items for Game elements, 5 items for Game dynamics,
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3 items for Game mechanics); 4 items for student’s academic performance and 10
items for students’ motivation The measurement items are based on the theoretical
background with reliable research.
Three categories—dynamics, mechanics, and components/elements—have
been identified as parts of the gamified structure by Werbach and Hunter (2012)
and Dichev and Dicheva (2017).
According to Marczewski (2013), gamified interventions should take intoaccount four key motivational factors: social connection with classmates and
peers, autonomy to make decisions, improvement through the process of raising
the level, and the reason why the intervention is necessary
Table 5 contains more information about the measurement elements.
Constructs Measurement items Source
“Gamified activities lead to excitement
“Game Mechanics (Progress-bars,
leader-boards etc.) in Gamification leads to the
Game competitive spirit
mechanics
“Game mechanics in Gamification leads to
foster engagement”
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Motivation
“Game Mechanics in Gamification leads to sense of accomplishment”
Gamedynamics
“Rewards/Points/Badges in Gamification
motivate to participate more actively”
“Timely response increase confidence”
“Obtaining rewards through Gamified
activities promote learning of English”
“Game dynamics (rewards, achievements
etc.) increase academic performance”
“Tt is fun to learn a new language”
“T like learning new things.”
“T like to learn about English speaking countri
and how they live”
“T like it when I do well in English”
“T like it when I can understand difficult
vocabulary/grammar/exercises in English”
“T like doing difficult exercises in English.”
“T'll feel bad about myself if I can't speak to
my foreign friends in English.”
“ J want to show my teachers that I can learn
English.”
“T want to find a good job when I grow up.”
* My parents and teachers want me to join
gamified activities in class.”
Keller(1987);
Varank(2003);
Ryan &
Deci, 2000;
Ardasheva,Y., Tong, S
S.,&
Tretter, T
R (2012)
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“Academic result is better when I take part
in classes with gamified activities”
Aguirre-“1 din cl ith gamified Perez, D.am more engaged 1n Classes WI amine
3.2.2 Data collection and analysis
Data were collected among young students of online classes at PantadoEnglish center with students from 6 to 15 years old as targeted respondents Both
participants were invited to participate in the self-administered online survey
questionnaire with convenient sampling through Google Form and their
participation was based on a voluntary basis
In order to help the participants provide better insights into aspects, thequestionnaires included 3 main parts The first part of the questionnaire provides
general information in which identifies the demographic profile of the respondents
The second part of the questionnaire details the research variables (gamification,
students’ motivation, students’ academic performance) Before moving to the
second part of the questionnaire, all participants will be sorted by a question about
their experience of gamified lessons at Pantado Participants who have never
experienced a gamified lesson at Pantado could move to the final part of the
questionnaire to express their intention or expectation to future gamified lessons
Before giving the questionnaire to participants, this study will apply aquestionnaire piloting step to find out several mistakes or confusing questions that
will affect the understanding of participants 5 students and 5 teachers are required
to complete the questionnaire and give feedback about how they understand the
questions or the technical problems they may face when answering After that, all
necessary adjustments will be carried out to improve the question form.
Besides, students’ academic performance will be carefully observed
through the online lessons at Pantado English center Their performance will be
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evaluated through several gamification activities and their attendant as well as
participant to these activities.
Hypothesis:
HI:Game elements positively affect students’ academic performance
H2: Game mechanics positively affects students’ academic performance
H3: Game dynamic positively affects students’ academic performance
H4: Students’ motivation positively affects students’ academic performance
H5: Students’ motivation meditates gamification activities and students’
academic performance
3.4 Research procedure
Our study was conducted in the following consecutive 8 steps:
1 Reviewing extant literature related to learning and English
E-learning
2 Reviewing extant literature related to Gamification
3 Identifying research gaps
4 Proposing conceptual framework
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5 Adapting measurement scales from existing ones and prior studies
6 Conducting a quantitative survey research to collect data for empirical
evidence
7 Analyzing collected data and testing the proposed research hypotheses
8 Discussing research results , contribution and limitations of the
research, and recommending ideas for future studies.
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