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The Effects of Gamification on Students' Gameful Experience According to Their Age: A Quasi-Experimental Study

Oliveira da Silva Junior, Luiz; Oliveira, Wilk; Laato, Samuli (2025)

 
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The_Effects_of_Gamification_on_Students_Gameful_Experience_According_to_Their_Age_A_Quasi_Experimental_Study.pdf (119.2Kt)
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Oliveira da Silva Junior, Luiz
Oliveira, Wilk
Laato, Samuli
2025

This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
doi:10.1109/ICALT64023.2025.00107
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-2025102710110

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Peer reviewed
Tiivistelmä
Gamification is a prominent pedagogical tool to boost language learners' engagement, motivation, and learning outcomes. However, its effectiveness varies depending on contextual factors and individual characteristics, such as age. Understanding these dynamics is critical for designing inclusive and adaptive gamified learning environments. To address this issue, we conducted a quasi-experimental study with 299 participants to examine the effects of gamification on language learners' gameful experiences (i.e., accomplishment, challenge, competition, guidance, immersion, playfulness, and social experience) according to their age. Participants interacted with the gamified platform Duolingo and completed the GAMEFULQUEST questionnaire. Data processing used Structural Equation Modeling to explore the effects of gamification on language learners' gameful experiences. Results revealed that older participants had the highest sense of accomplishment and immersion during the system usage. These findings contribute to language education and gamified education, providing insights into the interplay between gamification and language learners' gameful experiences.
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Kalevantie 5
PL 617
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Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste