Exploring the Transformative Effects of Gamified Learning on Writing and Metacognition in an EFL University Context: An Account of Blended Learning Landscape

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Publicado en:LEARN Journal: Language Education and Acquisition Research Network vol. 18, no. 1 (2025), p. 513
Autor principal: Nilubol, Kittichai
Otros Autores: Sitthitikul, Pragasit
Publicado:
Language Institute of Thammasat University
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Acceso en línea:Citation/Abstract
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022 |a 2630-0672 
035 |a 3216684569 
045 2 |b d20250101  |b d20251231 
084 |a EJ1470862 
100 1 |a Nilubol, Kittichai 
245 1 |a Exploring the Transformative Effects of Gamified Learning on Writing and Metacognition in an EFL University Context: An Account of Blended Learning Landscape 
260 |b Language Institute of Thammasat University  |c 2025 
513 |a Report Article 
520 3 |a This study investigates the effects of a Gamified Learning Model (GLM) on the writing skills and metacognitive awareness of Thai EFL university students within a blended learning environment. Employing a quasi-experimental one-group pretest-posttest design alongside a Concurrent Embedded mixed-methods approach, the research scrutinizes the efficacy of GLM in enhancing English language writing skills and metacognitive awareness. Quantitative findings, obtained from the paired t-test, revealed significant improvements in students' writing skills post-intervention, with average scores escalating from 11.97 to 19.92 (p<0.01), alongside a notable enhancement in metacognitive awareness, as evidenced by increased mean scores in metacognitive awareness questionnaire items. Qualitative feedback, gained from semi-structured interviews and reflective journals, further illuminated students' positive perceptions towards the GLM, highlighting its role in fostering engagement and facilitating a deeper understanding of writing tasks and strategies. The study underscores the transformative potential of gamified learning in EFL contexts, advocating for its integration as a dynamic component of language education pedagogy. Implications for future research include exploring varied gamified learning approaches across diverse educational settings to validate and extend these findings. 
651 4 |a Thailand 
653 |a English (Second Language) 
653 |a Second Language Learning 
653 |a Second Language Instruction 
653 |a Game Based Learning 
653 |a College Students 
653 |a Blended Learning 
653 |a Metacognition 
653 |a Writing Skills 
653 |a Writing Instruction 
653 |a Instructional Effectiveness 
653 |a Student Attitudes 
653 |a Feedback (Response) 
653 |a Diaries 
653 |a Positive Attitudes 
653 |a Learner Engagement 
653 |a Transformative Learning 
653 |a Teaching Methods 
653 |a Writing Improvement 
653 |a Foreign Countries 
700 1 |a Sitthitikul, Pragasit 
773 0 |t LEARN Journal: Language Education and Acquisition Research Network  |g vol. 18, no. 1 (2025), p. 513 
786 0 |d ProQuest  |t ERIC 
856 4 1 |3 Citation/Abstract  |u https://www.proquest.com/docview/3216684569/abstract/embedded/7BTGNMKEMPT1V9Z2?source=fedsrch 
856 4 0 |3 Full text outside of ProQuest  |u http://eric.ed.gov/?id=EJ1470862