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EFL instructors' behavioural intentions and perceptions regarding the use of gamification tools

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2023
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Abstract (EN)

This study aims to investigate the factors affecting EFL instructors' behavioural intention to use gamification tools, and their perceptions about using gamification tools in their classroom practices in an English Preparatory Program at tertiary level. The study was conducted with 75 EFL instructors working at the English Preparatory Program in a foundation university in Istanbul, Turkey. The study examined the effects of demographic factors such as age, and factors of Technology Acceptance Framework (TAM) on instructors' behavioural intentions to use gamification tools. In this mixed methods study, both quantitative and qualitative data were collected to ensure the reliability of the study. Quantitative data were collected through TAM questionnaire and qualitative data were collected through e-mail interviews with 11 instructors who had participated in the survey. The findings of the study demonstrated that instructors have high levels of behavioural intention to use gamification tools in their lessons. Factors such as perceived usefulness and attitude had a significant positive correlation with behavioural intention, and these two factors affected behavioural intention significantly. On the other hand, although factors such as, perceived self-efficacy, perceived enjoyment and perceived ease of use had a positive correlation with behavioural intention, they did not have a significant direct or indirect effect on behavioural intention. The findings demonstrated that instructors had positive perceptions about gamification tools; however, they experienced some challenges that are needed to be addressed. Finally, pedagogical implications and suggestions were provided for further studies that aim to improve the effectiveness of gamification in educational settings.

Author

Lorin Akbıyık

How to Cite

Lorin Akbıyık (Master Thesis). EFL instructors' behavioural intentions and perceptions regarding the use of gamification tools, 2023, Bahçeşehir University.

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