Abstract
The paper addresses the impact of interactive learning technologies, using gamification as an example, on students' motivation, engagement, and academic achievements. The study was conducted among 108 students from the Hangzhou College of Commerce in China. The following research findings were obtained: experimental group students performed better (18.93) than students in the control group (15.49); the Kahoot! game improved motivation (mean = 4.14, SD = 0.77) and engagement (mean = 3.54, SD = 1.05). The resulting data suggested the proposed model’s effectiveness in teaching Chinese grammar with the game-based interactive learning technology.
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2021 Fund by Zhejiang Gongshang University Hangzhou College of Commerce “Research on college students participation in social media political communication based on dynamic portrait”.
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Appendix 1
Grammar test
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Lv, J. Improving college student engagement and motivation in a gamified learning environment: the pilot study in China. Curr Psychol 43, 6986–6994 (2024). https://doi.org/10.1007/s12144-023-04884-8
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DOI: https://doi.org/10.1007/s12144-023-04884-8