Abstract
Gamification is an emerging technology that integrates elements of games in non-game situations to complete tasks with rewards and other incentives. It has become a favourable approach in language learning and has been adopted widely across educational levels in ESL context. However, studies have shown that gamification integration in ESL classrooms is not without challenges, especially in terms of learners’ responses towards technology adoption. Hence, this quantitative method study identifies higher education students perceived attitudes and motivation using GRAMBOT as a digital educational tool for English language learning. Data were collected using google Form through a structured questionnaire and open-ended questions, assessing students’ cognitive, affective and behavioural attitudes, as well as motivation. This study employed a non-experimental research design with random sampling of participants. 147 students responded to the survey and data were analysed using descriptive statistical methods particularly mean and standard deviation. The findings reveal that GRAMBOT significantly enhances students’ cognitive, affective and behavioural attitudes, while boosting their motivation toward English language learning. These outcomes highlight how engaging features in GRAMBOT can encourage students’ motivation and engagement in language learning.
Metadata
| Item Type: | Article |
|---|---|
| Creators: | Creators Email / ID Num. Saufi, Noor Ain ainsaufi@uitm.edu.my Ambi, Siti Hafizah sitihafizah@uitm.edu.my Nazamud-din, Aisyah aisyahnazamuddin@uitm.edu.my Mahmud, Nur Farah Fadhliah farahfadhliah@uitm.edu.my |
| Subjects: | L Education > LB Theory and practice of education > Educational technology L Education > LB Theory and practice of education > Learning. Learning strategies |
| Divisions: | Universiti Teknologi MARA, Kedah > Sg Petani Campus |
| Journal or Publication Title: | Creative Practices in Language Learning and Teaching (CPLT) |
| ISSN: | 1823464-X |
| Volume: | 13 |
| Number: | 3 |
| Page Range: | pp. 17-33 |
| Keywords: | Grammar, Gamification, ESL, Students’ attitude, Students’ motivation |
| Date: | 2025 |
| URI: | https://ir.uitm.edu.my/id/eprint/136248 |
