Araştırma Makalesi

The Effect of Web 2.0-Supported Gamification on EFL Students' Self-Efficacy in Online Learning Environments

Cilt: 13 Sayı: 1 27 Haziran 2025
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The Effect of Web 2.0-Supported Gamification on EFL Students' Self-Efficacy in Online Learning Environments

Öz

While online learning is not a new way of teaching and learning practices, various challenges, often stemming from motivational issues, lead to high dropout rates. For this reason, educators have increasingly integrated gamified tools and online teaching strategies, which offer new learning experiences through game elements. These tools proved especially effective during the COVID-19 pandemic and are expected to continue transforming education across all levels, including higher education. One critical factor influencing student success in both traditional and online settings is self-efficacy. This study investigated the impact of Web 2.0-supported gamification on the self-efficacy of EFL (English as a Foreign Language) students in an online learning environment. A quasi-experimental method and a mixed-method sequential explanatory design were used. Participants included 60 first-year undergraduate students taking English as a compulsory course at a state university in Türkiye. A scale and a semi-structured interview form were used as data collection tools. Quantitative data were analyzed statistically, while qualitative data were examined through content analysis. Findings showed a statistically significant increase in self-efficacy levels of the experimental group who used gamified tools. These results suggest that Web 2.0-supported gamification can be an effective strategy for enhancing learner self-efficacy in online language learning environments.

Anahtar Kelimeler

Etik Beyan

This study is an original study; We acted in accordance with the principles and rules of scientific ethics in all stages of the study, including preparation, data collection, analysis and presentation of information; We cite sources for all data and information not obtained within the scope of this study and include these sources in the bibliography; We declare that I have not made any changes to the data used and that I comply with ethical duties and responsibilities in the study.

Kaynakça

  1. Ahmadipour, H. (2022). Online learning self-efficacy: A necessity for virtual education. Journal of Education and Health Promotion, 11(1), 113. https://doi.org/10.4103/jehp.jehp_848_21 Ahshan, R. (2021). A framework of implementing strategies for active student engagement in remote/online teaching and learning during the COVID-19 pandemic. Education Sciences, 11(9), 483. https://doi.org/10.3390/educsci11090483
  2. Alemayehu, L., & Chen, H. L. (2023). The influence of motivation on learning engagement: The mediating role of learning self-efficacy and self-monitoring in online learning environments. Interactive Learning Environments, 31(7). 1-14. https://doi.org/10.1080/10494820.2021.1977962
  3. Alhassan, R. (2017). Exploring the relationship between Web 2.0 tools self-efficacy and teachers’ use of these tools in their teaching. Journal of Education and Learning, 6(4), 217-228. http://doi.org/10.5539/jel.v6n4p217
  4. Alqurashi, E. (2016). Self-efficacy in online learning environments: A literature review. Contemporary Issues in Education Research (CIER), 9(1), 45-52. https://doi.org/10.19030/cier.v9i1.9549
  5. Altawalbeh, K. (2023). Game-based learning: The impact of Kahoot on a higher education online classroom. Journal of Educational Technology and Instruction, 2(1), 30-49.
  6. Alzahrani, F. K. J., & Alhalafawy, W. S. (2022). Benefits and challenges of using gamification across distance learning platforms at higher education: A systematic review of research studies published during the Covid-19 pandemic. Journal of Positive School Psychology, 6(10), 1948-1977.
  7. Anak Yunus, C. C., & Hua, T. K. (2021). Exploring a gamified learning tool in the ESL classroom: The case of Quizizz. Journal of Education and e-Learning Research, 8(1), 103-108. http://doi.org/10.20448/journal.509.2021.81
  8. Awedh, M., Mueen, A., Zafar, B., & Manzoor, U. (2015). Using socrative and smartphones for the support of collaborative learning. International Journal on Integrating Technology in Education (IJITE), 3(4), 17-24. https://doi.org/10.5121/ijite.2014.3402

Ayrıntılar

Birincil Dil

İngilizce

Konular

Uygulamalı ve Gelişimsel Psikoloji (Diğer)

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

27 Haziran 2025

Gönderilme Tarihi

8 Mart 2024

Kabul Tarihi

9 Nisan 2025

Yayımlandığı Sayı

Yıl 2025 Cilt: 13 Sayı: 1

Kaynak Göster

APA
Temel, T., & Cesur, K. (2025). The Effect of Web 2.0-Supported Gamification on EFL Students’ Self-Efficacy in Online Learning Environments. Manisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi, 13(1), 45-66. https://doi.org/10.52826/mcbuefd.1449106
AMA
1.Temel T, Cesur K. The Effect of Web 2.0-Supported Gamification on EFL Students’ Self-Efficacy in Online Learning Environments. MCBÜEFD. 2025;13(1):45-66. doi:10.52826/mcbuefd.1449106
Chicago
Temel, Tuba, ve Kürşat Cesur. 2025. “The Effect of Web 2.0-Supported Gamification on EFL Students’ Self-Efficacy in Online Learning Environments”. Manisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi 13 (1): 45-66. https://doi.org/10.52826/mcbuefd.1449106.
EndNote
Temel T, Cesur K (01 Haziran 2025) The Effect of Web 2.0-Supported Gamification on EFL Students’ Self-Efficacy in Online Learning Environments. Manisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi 13 1 45–66.
IEEE
[1]T. Temel ve K. Cesur, “The Effect of Web 2.0-Supported Gamification on EFL Students’ Self-Efficacy in Online Learning Environments”, MCBÜEFD, c. 13, sy 1, ss. 45–66, Haz. 2025, doi: 10.52826/mcbuefd.1449106.
ISNAD
Temel, Tuba - Cesur, Kürşat. “The Effect of Web 2.0-Supported Gamification on EFL Students’ Self-Efficacy in Online Learning Environments”. Manisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi 13/1 (01 Haziran 2025): 45-66. https://doi.org/10.52826/mcbuefd.1449106.
JAMA
1.Temel T, Cesur K. The Effect of Web 2.0-Supported Gamification on EFL Students’ Self-Efficacy in Online Learning Environments. MCBÜEFD. 2025;13:45–66.
MLA
Temel, Tuba, ve Kürşat Cesur. “The Effect of Web 2.0-Supported Gamification on EFL Students’ Self-Efficacy in Online Learning Environments”. Manisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi, c. 13, sy 1, Haziran 2025, ss. 45-66, doi:10.52826/mcbuefd.1449106.
Vancouver
1.Tuba Temel, Kürşat Cesur. The Effect of Web 2.0-Supported Gamification on EFL Students’ Self-Efficacy in Online Learning Environments. MCBÜEFD. 01 Haziran 2025;13(1):45-66. doi:10.52826/mcbuefd.1449106