Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea

This study presents a meta-analysis of research on the impact of gamification on English language proficiency among South Korean students. Through an examination of 11 cases involving 610 participants, the study reveals a medium effect size (g = 0.517), suggesting that gamification can significantly...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Sustainability 2023-07, Vol.15 (14), p.11325
Hauptverfasser: Lee, Je-Young, Baek, Minkyung
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page
container_issue 14
container_start_page 11325
container_title Sustainability
container_volume 15
creator Lee, Je-Young
Baek, Minkyung
description This study presents a meta-analysis of research on the impact of gamification on English language proficiency among South Korean students. Through an examination of 11 cases involving 610 participants, the study reveals a medium effect size (g = 0.517), suggesting that gamification can significantly enhance English language learning outcomes. The analysis also reveals that theses (g = 0.799) reported higher effect sizes than journal articles (g = 0.298), and that the absence of technology in gamified learning interventions could potentially lead to larger effect sizes (g = 0.932). Furthermore, the incorporation of points/scores and badges/rewards showed statistically significant effects on student learning. The study found no significant differences in effect sizes when considering grade, number of participants, weeks, sessions, sessions per week, and the number of gaming elements. The results demonstrate varying impact of gamification across different subcomponents of English proficiency, particularly in the learning of vocabulary, listening, and writing skills. The findings underscore the potential of gamification as a tool for English language learning, but also call for careful consideration in its design and implementation to maximize learning outcomes. Lastly, we offer suggestions for future research and discuss the pedagogical implications of this study.
doi_str_mv 10.3390/su151411325
format Article
fullrecord <record><control><sourceid>gale_proqu</sourceid><recordid>TN_cdi_proquest_journals_2843128160</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><galeid>A759235787</galeid><sourcerecordid>A759235787</sourcerecordid><originalsourceid>FETCH-LOGICAL-c371t-bccf0abceff45bc329e3f3183afa56f77265ae4e4ef83de21038a029813609303</originalsourceid><addsrcrecordid>eNpVkc1KAzEQxxdRUNSTLxDwJLI1yXS_vBWptVhR_Dgv03SyjbSbmmTB3nwNX88nMaUe7MzADMPv_2dgkuRM8B5Axa98JzLRFwJktpccSV6IVPCM7_-bD5NT7995DABRifwosUOtSQXPrGYjXBptFAZjWxbrJXQzaoP_-fpmw7ZZGD9nE2ybDhtiT85G1lCr1tdswB4oYDpocbH2xm_Ez-QJnZozE41sF-bs3jrCk-RA48LT6V8_Tt5uh683d-nkcTS-GUxSBYUI6VQpzXGqSOt-NlUgKwINogTUmOW6KGSeIfVj6hJmJAWHErmsSgE5r4DDcXK-9V05-9GRD_W77Vy8z9ey7IOQpcg3VG9LNbig2rTaBocq5oyWRtmWtIn7QZFVErKiLKLgYkcQmUCfocHO-3r88rzLXm5Z5az3jnS9cmaJbl0LXm8-Vv_7GPwCLaiH5g</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2843128160</pqid></control><display><type>article</type><title>Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea</title><source>MDPI - Multidisciplinary Digital Publishing Institute</source><source>EZB-FREE-00999 freely available EZB journals</source><creator>Lee, Je-Young ; Baek, Minkyung</creator><creatorcontrib>Lee, Je-Young ; Baek, Minkyung</creatorcontrib><description>This study presents a meta-analysis of research on the impact of gamification on English language proficiency among South Korean students. Through an examination of 11 cases involving 610 participants, the study reveals a medium effect size (g = 0.517), suggesting that gamification can significantly enhance English language learning outcomes. The analysis also reveals that theses (g = 0.799) reported higher effect sizes than journal articles (g = 0.298), and that the absence of technology in gamified learning interventions could potentially lead to larger effect sizes (g = 0.932). Furthermore, the incorporation of points/scores and badges/rewards showed statistically significant effects on student learning. The study found no significant differences in effect sizes when considering grade, number of participants, weeks, sessions, sessions per week, and the number of gaming elements. The results demonstrate varying impact of gamification across different subcomponents of English proficiency, particularly in the learning of vocabulary, listening, and writing skills. The findings underscore the potential of gamification as a tool for English language learning, but also call for careful consideration in its design and implementation to maximize learning outcomes. Lastly, we offer suggestions for future research and discuss the pedagogical implications of this study.</description><identifier>ISSN: 2071-1050</identifier><identifier>EISSN: 2071-1050</identifier><identifier>DOI: 10.3390/su151411325</identifier><language>eng</language><publisher>Basel: MDPI AG</publisher><subject>20th century ; Analysis ; Bias ; Collaboration ; Curricula ; Education ; Educational objectives ; English as a second language ; English as a second language learning ; English language ; English proficiency ; Foreign language learning ; Gamification ; Korean language ; Language acquisition ; Language proficiency ; Learning outcomes ; Meta-analysis ; Students ; Taxonomy ; Training ; Vocabulary learning</subject><ispartof>Sustainability, 2023-07, Vol.15 (14), p.11325</ispartof><rights>COPYRIGHT 2023 MDPI AG</rights><rights>2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c371t-bccf0abceff45bc329e3f3183afa56f77265ae4e4ef83de21038a029813609303</citedby><cites>FETCH-LOGICAL-c371t-bccf0abceff45bc329e3f3183afa56f77265ae4e4ef83de21038a029813609303</cites><orcidid>0000-0001-6280-8708 ; 0000-0002-1731-4423</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,776,780,27903,27904</link.rule.ids></links><search><creatorcontrib>Lee, Je-Young</creatorcontrib><creatorcontrib>Baek, Minkyung</creatorcontrib><title>Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea</title><title>Sustainability</title><description>This study presents a meta-analysis of research on the impact of gamification on English language proficiency among South Korean students. Through an examination of 11 cases involving 610 participants, the study reveals a medium effect size (g = 0.517), suggesting that gamification can significantly enhance English language learning outcomes. The analysis also reveals that theses (g = 0.799) reported higher effect sizes than journal articles (g = 0.298), and that the absence of technology in gamified learning interventions could potentially lead to larger effect sizes (g = 0.932). Furthermore, the incorporation of points/scores and badges/rewards showed statistically significant effects on student learning. The study found no significant differences in effect sizes when considering grade, number of participants, weeks, sessions, sessions per week, and the number of gaming elements. The results demonstrate varying impact of gamification across different subcomponents of English proficiency, particularly in the learning of vocabulary, listening, and writing skills. The findings underscore the potential of gamification as a tool for English language learning, but also call for careful consideration in its design and implementation to maximize learning outcomes. Lastly, we offer suggestions for future research and discuss the pedagogical implications of this study.</description><subject>20th century</subject><subject>Analysis</subject><subject>Bias</subject><subject>Collaboration</subject><subject>Curricula</subject><subject>Education</subject><subject>Educational objectives</subject><subject>English as a second language</subject><subject>English as a second language learning</subject><subject>English language</subject><subject>English proficiency</subject><subject>Foreign language learning</subject><subject>Gamification</subject><subject>Korean language</subject><subject>Language acquisition</subject><subject>Language proficiency</subject><subject>Learning outcomes</subject><subject>Meta-analysis</subject><subject>Students</subject><subject>Taxonomy</subject><subject>Training</subject><subject>Vocabulary learning</subject><issn>2071-1050</issn><issn>2071-1050</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><sourceid>BENPR</sourceid><recordid>eNpVkc1KAzEQxxdRUNSTLxDwJLI1yXS_vBWptVhR_Dgv03SyjbSbmmTB3nwNX88nMaUe7MzADMPv_2dgkuRM8B5Axa98JzLRFwJktpccSV6IVPCM7_-bD5NT7995DABRifwosUOtSQXPrGYjXBptFAZjWxbrJXQzaoP_-fpmw7ZZGD9nE2ybDhtiT85G1lCr1tdswB4oYDpocbH2xm_Ez-QJnZozE41sF-bs3jrCk-RA48LT6V8_Tt5uh683d-nkcTS-GUxSBYUI6VQpzXGqSOt-NlUgKwINogTUmOW6KGSeIfVj6hJmJAWHErmsSgE5r4DDcXK-9V05-9GRD_W77Vy8z9ey7IOQpcg3VG9LNbig2rTaBocq5oyWRtmWtIn7QZFVErKiLKLgYkcQmUCfocHO-3r88rzLXm5Z5az3jnS9cmaJbl0LXm8-Vv_7GPwCLaiH5g</recordid><startdate>20230701</startdate><enddate>20230701</enddate><creator>Lee, Je-Young</creator><creator>Baek, Minkyung</creator><general>MDPI AG</general><scope>AAYXX</scope><scope>CITATION</scope><scope>ISR</scope><scope>4U-</scope><scope>7T9</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><orcidid>https://orcid.org/0000-0001-6280-8708</orcidid><orcidid>https://orcid.org/0000-0002-1731-4423</orcidid></search><sort><creationdate>20230701</creationdate><title>Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea</title><author>Lee, Je-Young ; Baek, Minkyung</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c371t-bccf0abceff45bc329e3f3183afa56f77265ae4e4ef83de21038a029813609303</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2023</creationdate><topic>20th century</topic><topic>Analysis</topic><topic>Bias</topic><topic>Collaboration</topic><topic>Curricula</topic><topic>Education</topic><topic>Educational objectives</topic><topic>English as a second language</topic><topic>English as a second language learning</topic><topic>English language</topic><topic>English proficiency</topic><topic>Foreign language learning</topic><topic>Gamification</topic><topic>Korean language</topic><topic>Language acquisition</topic><topic>Language proficiency</topic><topic>Learning outcomes</topic><topic>Meta-analysis</topic><topic>Students</topic><topic>Taxonomy</topic><topic>Training</topic><topic>Vocabulary learning</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Lee, Je-Young</creatorcontrib><creatorcontrib>Baek, Minkyung</creatorcontrib><collection>CrossRef</collection><collection>Gale In Context: Science</collection><collection>University Readers</collection><collection>Linguistics and Language Behavior Abstracts (LLBA)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>Publicly Available Content Database</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><jtitle>Sustainability</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Lee, Je-Young</au><au>Baek, Minkyung</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea</atitle><jtitle>Sustainability</jtitle><date>2023-07-01</date><risdate>2023</risdate><volume>15</volume><issue>14</issue><spage>11325</spage><pages>11325-</pages><issn>2071-1050</issn><eissn>2071-1050</eissn><abstract>This study presents a meta-analysis of research on the impact of gamification on English language proficiency among South Korean students. Through an examination of 11 cases involving 610 participants, the study reveals a medium effect size (g = 0.517), suggesting that gamification can significantly enhance English language learning outcomes. The analysis also reveals that theses (g = 0.799) reported higher effect sizes than journal articles (g = 0.298), and that the absence of technology in gamified learning interventions could potentially lead to larger effect sizes (g = 0.932). Furthermore, the incorporation of points/scores and badges/rewards showed statistically significant effects on student learning. The study found no significant differences in effect sizes when considering grade, number of participants, weeks, sessions, sessions per week, and the number of gaming elements. The results demonstrate varying impact of gamification across different subcomponents of English proficiency, particularly in the learning of vocabulary, listening, and writing skills. The findings underscore the potential of gamification as a tool for English language learning, but also call for careful consideration in its design and implementation to maximize learning outcomes. Lastly, we offer suggestions for future research and discuss the pedagogical implications of this study.</abstract><cop>Basel</cop><pub>MDPI AG</pub><doi>10.3390/su151411325</doi><orcidid>https://orcid.org/0000-0001-6280-8708</orcidid><orcidid>https://orcid.org/0000-0002-1731-4423</orcidid><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 2071-1050
ispartof Sustainability, 2023-07, Vol.15 (14), p.11325
issn 2071-1050
2071-1050
language eng
recordid cdi_proquest_journals_2843128160
source MDPI - Multidisciplinary Digital Publishing Institute; EZB-FREE-00999 freely available EZB journals
subjects 20th century
Analysis
Bias
Collaboration
Curricula
Education
Educational objectives
English as a second language
English as a second language learning
English language
English proficiency
Foreign language learning
Gamification
Korean language
Language acquisition
Language proficiency
Learning outcomes
Meta-analysis
Students
Taxonomy
Training
Vocabulary learning
title Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-27T16%3A49%3A53IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-gale_proqu&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Effects%20of%20Gamification%20on%20Students%E2%80%99%20English%20Language%20Proficiency:%20A%20Meta-Analysis%20on%20Research%20in%20South%20Korea&rft.jtitle=Sustainability&rft.au=Lee,%20Je-Young&rft.date=2023-07-01&rft.volume=15&rft.issue=14&rft.spage=11325&rft.pages=11325-&rft.issn=2071-1050&rft.eissn=2071-1050&rft_id=info:doi/10.3390/su151411325&rft_dat=%3Cgale_proqu%3EA759235787%3C/gale_proqu%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2843128160&rft_id=info:pmid/&rft_galeid=A759235787&rfr_iscdi=true