Journal
CURRENT PSYCHOLOGY
Volume -, Issue -, Pages -Publisher
SPRINGER
DOI: 10.1007/s12144-023-04884-8
Keywords
Chinese language; Engagement; Game-based learning; Gamification; Interactive learning tools; Kahoot!; Motivation; Performance
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The paper examines the impact of interactive learning technologies, specifically gamification, on students' motivation, engagement, and academic achievements. The study involved 108 students from Hangzhou College of Commerce in China. Research findings showed that students in the experimental group outperformed those in the control group, with a mean score of 18.93 compared to 15.49. The Kahoot! game was found to enhance motivation (mean = 4.14, SD = 0.77) and engagement (mean = 3.54, SD = 1.05). The data suggests the effectiveness of the proposed model in teaching Chinese grammar through game-based interactive learning technology.
The paper addresses the impact of interactive learning technologies, using gamification as an example, on students' motivation, engagement, and academic achievements. The study was conducted among 108 students from the Hangzhou College of Commerce in China. The following research findings were obtained: experimental group students performed better (18.93) than students in the control group (15.49); the Kahoot! game improved motivation (mean = 4.14, SD = 0.77) and engagement (mean = 3.54, SD = 1.05). The resulting data suggested the proposed model's effectiveness in teaching Chinese grammar with the game-based interactive learning technology.
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