GAMIFIED WRITING TASKS AND THEIR IMPACT ON LEARNER MOTIVATION AND TEXT QUALITY
DOI:
https://doi.org/10.5281/zenodo.21874790Ключевые слова:
gamification, writing skills, learner motivation, writing quality, English as a Foreign Language (EFL), B1 level, Self-Determination Theory.Аннотация
This study investigates the impact of gamified writing tasks on the motivation and writing quality of B1-level
English as a Foreign Language (EFL) learners. Grounded in Self-Determination Theory (Deci & Ryan, 2000) and Flow
Theory (Csikszentmihalyi, 1990), the research employed a quasi-experimental pre-test–post-test design involving 64
undergraduate students at Namangan State Institute of Foreign Languages. Participants were divided into an experimental
group (n = 32), which completed writing tasks incorporating gamification elements (points, badges, leaderboards,
narrative challenges, and timed missions), and a control group (n = 32), which completed identical writing tasks using
a conventional instructional approach. Data were collected through a validated Writing Motivation Questionnaire, preand
post-intervention writing samples assessed using an analytic rubric, and semi-structured interviews. The findings
revealed significant improvements in both intrinsic motivation and writing quality among learners in the experimental
group. Qualitative data further indicated increased engagement, reduced writing anxiety, and a greater willingness to
revise written work. The study concludes that gamified writing tasks create a motivating learning environment that supports
measurable improvements in EFL writing performance and provides valuable implications for writing instruction in
technology-enhanced learning environments.
Библиографические ссылки
1. Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row.
2. Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of
behavior. Psychological Inquiry, 11(4), 227–268.
3. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.”
In Proceedings of the 15th International Academic MindTrek Conference (pp. 9–15).
4. Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J.
(2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392.
5. Dörnyei, Z., & Ushioda, E. (2011). Teaching and Researching Motivation (2nd ed.). Pearson Education.
6. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification.
In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034).
7. Hyland, K. (2003). Second Language Writing. Cambridge University Press.
8. Laufer, B., & Nation, P. (1995). Lexical richness in writing: An exploratory study of L2 learners’ writing. Journal of
Second Language Writing, 4(1), 33–51.
9. Lee, J. (2017). Gamification in second language learning: A critical review. Language Teaching Research, 21(6),
711–728.
10. Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the
effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69,
371–380.
Загрузки
Опубликован
Выпуск
Раздел
Лицензия
Copyright (c) 2026 MAKTABGACHA VA MAKTAB TA’LIMI JURNALI

Это произведение доступно по лицензии Creative Commons «Attribution» («Атрибуция») 4.0 Всемирная.