TY - JOUR T1 - The Effect of Web 2.0-Supported Gamification on EFL Students' Self-Efficacy in Online Learning Environments TT - Çevrimiçi Öğrenme Ortamlarında Web 2.0 Destekli Oyunlaştırmanın Yabancı Dil Olarak İngilizce Öğrenen Öğrencilerin Öz Yeterliliklerine Etkisi AU - Temel, Tuba AU - Cesur, Kürşat PY - 2025 DA - June Y2 - 2025 DO - 10.52826/mcbuefd.1449106 JF - Manisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi JO - MCBÜEFD PB - Manisa Celal Bayar Üniversitesi WT - DergiPark SN - 1309-8918 SP - 45 EP - 66 VL - 13 IS - 1 LA - en AB - 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. KW - Gamification KW - learning self-efficacy KW - online learning KW - online learning environments KW - web 2.0 tools N2 - Bu çalışmanın amacı, Kahoot!, Socrative, Quizizz ve Mentimeter gibi Web 2.0 araçlarıyla oyunlaştırmanın çevrimiçi öğrenme ortamlarında İngilizce öğrenenlerin öğrenme öz yeterlilikleri üzerindeki etkilerini yarı deneysel araştırma yöntemi ve karma yöntemli sıralı açıklayıcı araştırma tasarımı ile araştırmaktır. Çalışmanın katılımcıları, Türkiye'deki bir devlet üniversitesinde 1. sınıfta lisans öğrenimi görmekte olan ve ingilizceyi zorunlu ders olarak alan 60 üniversite öğrencisinden oluşmaktadır. Veriler toplama aracı olarak ölçek ve yarı yapılandırılmış görüşme formu kullanılmıştır. Nicel veriler için istatistiksel ölçümler kullanılmış, nitel veriler için ise içerik analizi yapılmıştır. Bulgular, oyunlaştırılmış web 2.0 araçlarıyla yapılan uygulamanın öğrenme öz-yeterlilik düzeyleri açısından deney grubu lehine istatistiksel olarak anlamlı bir fark yarattığını ortaya koymuştur. Dolayısıyla, oyunlaştırılmış Web 2.0 araçlarıyla yapılan uygulamanın çevrimiçi öğrenme ortamlarında öğrenen öz-yeterliliğini artırmada faydalı olduğu sonucuna varmak mümkündür. CR - 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 CR - 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. 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American Journal of Distance Education, 30(3), 180-191. https://doi.org/10.1080/08923647.2016.1193801 UR - https://doi.org/10.52826/mcbuefd.1449106 L1 - https://dergipark.org.tr/tr/download/article-file/3781251 ER -