Improving online college students' motivation through the use of Quizizz in English language learning

David Israel Acosta Tipanguano, Fernanda Raquel Guaman Rivera, Micaela Janneth Lupercio Cobeña, Maritza Inés Zapata Vicente

Resumen


This study examines the impact of gamification on student motivation within online university-level English courses in Ecuador. Using a quasi-experimental design, 120 students were divided into four groups, each exposed to a different digital tool: Quizizz, Wordwall, Kahoot, and Padlet. The results indicate that Quizizz had the most positive effect on intrinsic motivation, participation, and engagement in class. Data were collected through pre- and post-intervention motivation surveys, classroom observations, and performance analysis. The findings confirm that gamified learning environments, especially those that integrate interactive and competitive platforms, improve student participation and satisfaction in online English classes. This research contributes to the growing body of literature on digital pedagogy and supports the integration of gamification in higher education as a strategy to address motivational challenges.


Palabras clave


gamification; student motivation; online English learning; digital tools; higher education.

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Referencias


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DOI: https://doi.org/10.23857/pc.v10i6.9735

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