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Record W4405692564 · doi:10.5539/elt.v18n1p35

Exploring Chinese Elementary Teachers’ Perceptions and Implementations of Gamification in Online EFL Classrooms

2024· article· en· W4405692564 on OpenAlexvenueno aff
Huixuan Xu, Pornpimol Sukavatee

Bibliographic record

VenueEnglish Language Teaching · 2024
Typearticle
Languageen
FieldSocial Sciences
TopicTechnology-Enhanced Education Studies
Canadian institutionsnot available
Fundersnot available
KeywordsPsychologyImplementationMathematics educationPerceptionPedagogyComputer science

Abstract

fetched live from OpenAlex

This study investigates Chinese elementary teachers’ perceptions and implementations of gamification in online English as a Foreign Language (EFL) classroom. Using a mixed-methods approach, data were collected through a questionnaire (N = 140) and semi-structured interviews (N = 7). Teachers’ perceptions of gamification were analyzed across three dimensions: technological, cognitive, and pedagogical. Technologically, the results revealed that most teachers perceived gamification tools on the ClassIn platform as user-friendly and engaging, although limited in variety. Cognitively, teachers recognized gamification’s potential to enhance motivation and engagement, but expressed concerns about its potential to distract students. Pedagogically, while gamification was perceived as a complement to traditional teaching methods and a means to foster student-centered learning, it posed challenges such as increased workload and difficulties aligning activities with academic goals. Regarding implementation, gamification was most frequently used in vocabulary and reading activities, whereas its use in writing and listening activities was limited due to higher cognitive demands. Key challenges included managing students’ negative emotions from competition, addressing parental skepticism, overcoming technical and classroom management barriers, allocating sufficient time for effective implementation, and adapting gamification tools to diverse student needs. Key factors shaping implementation included student characteristics and content suitability. The results emphasize the need for tailored professional development, adaptive gamification strategies, and institutional support to maximize the benefits of gamification while addressing its challenges. This study offers actionable insights for enhancing teaching practices and improving student engagement in online EFL classrooms.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.001
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: Qualitative
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.072
Threshold uncertainty score0.586

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.001
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.001
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.051
GPT teacher head0.391
Teacher spread0.340 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designQualitative
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations1
Published2024
Admission routes1
Has abstractyes

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