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Tiêu đề Study on gamification as a motivational tool in English 5 (academic reading training) at FPT university
Tác giả Nguyễn Phúc Thịnh
Người hướng dẫn TS. Nguyễn Thanh Bình
Trường học FPT University
Chuyên ngành Lý luận và phương pháp dạy học môn tiếng Anh
Thể loại Luận văn thạc sĩ
Năm xuất bản 2022
Thành phố Thành phố Hồ Chí Minh
Định dạng
Số trang 265
Dung lượng 73,83 MB

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  • 2.3.3. Theoretical foundations of the motivation: Self-determination Theory (46)
  • 2.4. The research ứap....................... cú HH HC 08000080080088080588980509809089000900008888 33 2.5. Theoretical FrarieWOrK................... cu nu ng ng 0110811811 8.8 37 2.5.1. The Playing Experience of Need Satisfaction (PENS) model (49)
  • CHAPTER 3: METHODOLOGY ........cccssssssersersssesnsenseesseesnssnssensensnnsnasenseesnnsnasenseeese 46 3.1. Research Design......ccscessecsessesserseesessseeseserseessnssnnersteesnnsnsseesensnesenseeseneneseensenenens 46 3.1.1. A Quick Overview of Design-Based Research (DRB) (62)
    • 4.6.2. The incorporation of game elements in structural gamification (125)
    • 4.6.3. The influences of competition and casual gamification.................................--ô-ô 110 (126)
    • 4.6.4. Individual perception and deliberate individual decisions determined how much (127)
    • 4.7.1. General experience with the gamiffied COuTSC........................ SH, 114 4.7.2. Attitude towards game âẽ€TTCTIS,........................ s Ă SH HH ngu 115 457.3: BASIC PSYCROLODICANNOOUS sscrssscssscssscsasisesisesssncsssnssnssasassscensisesisesssnnsiesssassaasis 117 4.8. Summary of Findings and DiscussioOns..........ccsseseeessesesereerssersserssensseeseessees 119 (130)
  • CHAPTER 5: CONCLUSIONS wissscsscssscssassoasssacconsssnssenceonsssnseoncssnsssnssnassnnszonesonssonees 120 Si. SOMMAAKY Of CO ID a ssscsssncssnccsncscacssncssacsoacconssnscencsenesenasoaseoassenasoassoasionsenastonses 120 5.2. The contributions of the study ......................... co HH giun 121 5.2.11), TREOLETI Cal COMMA ELON ssiscsssesssassssssseassasssesssasssassencssaaveesszassvacsveassesasnsssneseesis 121 5.2.2. Teaching methodology COntributiOn.......... cc ecceeceseesseeseseeeeeeeseatseeeeceaseaeeeeeacees 121 5.3. The implications of the study ........................... HH nga, 122 5.3.1. Implications on using DBR in the Design of Reading Comprehension Courses (136)
    • 5.4. Limitations of the studỡy..................... ôĂn nu nu ng nung na ng me 126 5.5. Recommendations for future researchh....................cce se sieeieerieriererrirrserirrsrsee 128 ẹ€Í€r€TCâS..................... Ăn nu HH ng ng 00111.081.511 130 (142)

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LỜI CAM ĐOANTác giả xin cam đoan dé tài luân văn: "Study on Gamification as a Motivational Tool in English 5 Academic Reading Training at FPT University" là công trình nghiên cứu độc lập

Theoretical foundations of the motivation: Self-determination Theory

The concept of motivation is supported by various theories that serve as its theoretical foundations, much like gamification This section will explore how different researchers interpret and approach the idea of motivation.

Motivation theories can be categorized into two main types: content theories and process theories Content theories focus on the "what" of motivation, identifying the factors that drive individuals, while process theories examine the "how," exploring the mechanisms behind human motivation Although content theories are some of the earliest frameworks in motivation studies, they often fail to fully explain the complexities of what motivates or demotivates people In contrast, process theories offer valuable insights into the dynamics of motivation, making them more applicable in understanding human behavior.

Motivation is influenced by various processes and theories, with key content theories including Maslow's hierarchy of needs, Alderfer's ERG theory, McClelland's achievement motivation, and Herzberg’s two-factor theory In contrast, prominent process theories encompass Locke's goal-setting theory, Adam's equity theory, Victor Vroom's expectancy theory, and Skinner's reinforcement theory Recently, the self-determination theory by Edward L Deci and Richard Ryan has emerged as a fundamental framework for understanding motivation.

M Ryan The following queries follow: Self-determination theory: What is it? What does it worry about? Why does it serve as a pillar in the hypothesis behind the alleged motivation?

Self-Determination Theory (SDT), developed by Deci and Ryan in the 1970s and 1980s, explores the relationship between human personality, motivation, and optimal performance It identifies two main types of motivation: intrinsic, which arises from within an individual, and extrinsic, which is influenced by external factors.

31 that both are significant in influencing human personalities and actions (Deci & Ryan,

Self-Determination Theory (SDT) is a macro-theory of human motivation that explores the social factors influencing human growth and well-being It posits that individuals rarely act based solely on one type of motivation, as their needs and desires are expressed through various goals and aspirations While applicable in multiple contexts, SDT is primarily utilized in educational settings to understand what motivates students to engage and persist The theory emphasizes the importance of fulfilling basic psychological needs, raising the critical question of what those needs are.

Human motivation, as outlined by Niemiec and Ryan (2009) and Ryan and Deci (2017) through Self-Determination Theory (SDT), is driven by the fulfillment of basic psychological needs: autonomy, competence, and relatedness Autonomy involves having control over one's actions and feeling that choices are self-directed rather than imposed externally In educational settings, students experience autonomy when they are offered choices in how to complete and present their work Competence refers to the perception of one's effectiveness and success in actions, which is enhanced when students receive clear feedback on their academic progress Relatedness is the sense of connection and support from peers and teachers, fostered through meaningful interactions that promote a supportive community Additionally, Ryan and Deci (2017) note that individuals satisfy these needs differently, and that experiences of need fulfillment can evolve over time due to environmental influences (Deci & Ryan, 2000).

Motivation exists along a continuum in Self-Determination Theory (SDT), where individuals experience self-determined motivation, such as intrinsic motivation, integration, and identification, when their psychological needs for autonomy, competence, and relatedness are adequately supported by their environment Self-determined motivation is characterized by an internal locus of control, meaning that internal factors drive behavior Integration and identification are types of autonomous extrinsic motivation, as they stem from internal and voluntary choices.

Behavior Nonself- determined Selt-cetermined

Reguatory Nonimentional, Corngiiancs, Se#-coevol, Personal Congrueme, lroeeegt,

Procc2+z Nonvalucing, External Ego-imotvement, Importance, Awareness, Enjoyment,

Incompetence, Rewards and = Internal Rewards Conscious Synthesis inherent

Lack of Coe#rol Punishmets and Punishments Valuing with sell Satisfaction

Figure 2.1 The self-determination continuum, adapted from Deci & Ryan (2002)

Intrinsic motivation, as defined by Deci and Ryan (2002), arises when individuals act out of genuine interest and enjoyment This self-determined motivation is evident when a person acknowledges the significance of a behavior, integrates it into their self-identity, and engages in actions that reinforce this identity, a process known as integrated regulation Additionally, when individuals value a habit, it influences their behavior, a phenomenon referred to as identified regulation.

When an environment fails to support autonomy, competence, and relatedness, individuals may experience non-self-determined motivation, characterized by introjection and external regulation Introjected regulation occurs when people are driven by internalized consequences like pride, shame, or guilt, while external regulation involves actions controlled by external factors such as rewards or penalties At the lowest end of the motivation spectrum lies amotivation, which emerges when individuals lack reasons to act and feel no sense of satisfaction or purpose, even when they succeed.

The self-determination theory highlights the psychological significance of certain assumptions, primarily that behavior is motivated by the desire for growth and mastery Engaging with challenges, completing tasks, and seeking new experiences are crucial for developing a sense of self Additionally, the theory underscores the importance of autonomous motivation as a core aspect of our personality, emphasizing intrinsic motivation over extrinsic rewards such as money, awards, and recognition.

The research ứap cú HH HC 08000080080088080588980509809089000900008888 33 2.5 Theoretical FrarieWOrK cu nu ng ng 0110811811 8.8 37 2.5.1 The Playing Experience of Need Satisfaction (PENS) model

Implementing this study is essential due to the prevalent issue of demotivation among FPT students in TRS courses, which can adversely affect both teaching and learning practices Research in gamification literature indicates that gamification in education has been extensively studied, with many findings confirming its positive impact on learning processes and outcomes (Dicheva et al., 2015).

Despite existing research on gamification's impact on engagement, motivation, and learning English as a second language, there is a lack of conclusive systematic reviews specifically addressing its effectiveness in teaching reading comprehension at the tertiary level The relationship between various gamification components and their influence on learners' experiences and outcomes remains ambiguous This is significant, as each gamification feature is designed to promote meaningful learning processes and ultimately achieve desired educational results.

Gamification in higher education, particularly in English as a Foreign Language (EFL) classes, has been underutilized in Vietnam's university system until recently Research, including Le (2020), shows that ESL students experience increased engagement—behaviorally, emotionally, and intellectually—in gamified blended classrooms Phuong (2020) found that students hold positive views on gamified learning and are prepared for online gamification, which primarily aids vocabulary acquisition Additionally, Pham et al (2021) reported that students using gamified applications demonstrated improved academic performance and increased learner autonomy compared to those in traditional classes Findings by Pham and Pham (2022) revealed that instructors view gamification positively for teaching English grammar, while Tran and Duong (2022) noted favorable sentiments from participants regarding gamified learning activities for English language acquisition However, a notable gap in the existing research is the lack of focus on reading in the Vietnamese context.

Despite several studies indicating that gamified activities could motivate both teachers and students, there is a lack of official research focused on reading comprehension lessons for university students This gap is significant, especially considering Shehzad et al (2020) found a strong negative correlation between reading motivation and reading comprehension ability Furthermore, previous research has primarily examined content gamification rather than structural gamification To date, there has been no specific investigation into whether competition and casual gamification can influence student motivation.

Structural gamification presents significant potential across various educational contexts due to its affordability and practicality It allows teachers to implement engaging activities without requiring advanced information technology skills, enabling easy adaptation of lessons based on the classroom environment rather than extensive computer preparation While the rigorous nature of the course can place a heavy burden on educators, particularly in developing students' reading comprehension, structural gamification alleviates the need for constant creation of gamified content, which can be exhausting Additionally, this approach does not alter the course content, making it a preferable option to avoid potential complications with administrators and ensure consistent educational outcomes.

Gamification has been widely acknowledged in literature for its potential benefits and criticisms in enhancing reading comprehension Despite this recognition, there is a lack of compelling evidence regarding its application in classroom settings and its effects on reading comprehension This systematic review aims to summarize the existing research on gamification in reading comprehension instruction and to explore its effectiveness in educational contexts.

36 relationship between gamification and students’ motivation in reading comprehension classes and how students respond to gamified exercises.

The effectiveness of gamification in education remains a topic of discussion; however, numerous studies have demonstrated a positive correlation between gamification and improved learning outcomes Research by Aldrich (2005), Anderson & Rainie (2012), and Domiguez et al (2013) supports the notion that integrating gamified elements into educational settings can enhance student engagement and achievement.

Whiteley, 1990; Gee, 2008: Hakulinen et al., 2013; Kumar & Khurana, 2012; Li et al.,

Learning accomplishments, along with psychological and behavioral changes, are the primary categories of impact identified in various studies (Smith & Baker, 2011; Sitzmann, 2011; Su & Cheng, 2015; Prensky, 2001; Quinn, 2005; Randel et al., 1992).

Learning accomplishments are a crucial outcome in education, prompting educators to question whether gamification enhances students' learning outcomes Numerous studies have explored this topic, including research by Domnguez et al (2013), Faria & Whiteley (1990), Li et al (2012), Mayo (2009), Nah et al (2014), Randel et al (1992), Smith & Baker (2011), Sitzmann (2011), and Su.

& Cheng, 2015) have shown that gamification can increase learning achievement.

According to certain research, gamification can improve not just higher order thinking abilities (Domnguez et al., 2013), declarative knowledge and procedural knowledge

(Sitzmann, 2011), but also test performance (Faria & Whiteley, 1990; Li et al., 2012;

Mayo, 2009; Nah et al., 2014; Randel et al., 1992; Smith & Baker, 2011; Su & Cheng, 2015; Yildirim, 2017).

Psychological and behavioral changes stemming from learning are crucial, as many teachers face challenges with unmotivated students who lack active participation in class This issue has sparked long-standing interest among educators and academics in enhancing motivation and engagement Research indicates that gamification can effectively foster these psychological and behavioral improvements in students.

37 changes, according to certain studies Students’ interest and engagement can be boosted by gamified learning, according to Hakulinen et al (2013), Kumar and Khurana (2012),

Research by Li et al (2012), Nah et al (2014), and Su and Cheng (2015) highlights that gamification in learning and education fosters significant psychological and behavioral changes that extend beyond mere motivation and engagement Sitzmann (2011) further emphasizes that gamification enhances self-efficacy and improves knowledge retention among learners.

Gamification is more than just a fun approach for students; it serves as an effective teaching method that enhances instructional impact on learning (Kapp et al., 2014) By incorporating gamified activities in the classroom, educators can significantly increase student engagement and motivation, boost academic performance, and enhance recall and retention of information Additionally, gamification offers instant feedback on student progress, encourages behavioral changes, allows students to monitor their own advancement, and fosters collaboration skills among peers.

Gamification can significantly enhance student engagement and motivation in the classroom, addressing a common challenge faced by educators Traditional motivational strategies have often yielded only temporary results (Kim et al., 2018) By incorporating game-like elements into learning, gamification offers an enjoyable and interactive approach that can effectively tackle issues of student involvement and participation.

There are several theories associated with gamification and serious games.The researcher has studied various major ideas in order to develop a theoretical

This article explores a comprehensive framework for integrating gamification into academic reading within the educational sector It will outline key theories that support the application of gamification in teaching, ultimately leading to a robust theoretical framework for its implementation.

2.5.1 The Playing Experience of Need Satisfaction (PENS) model

Self-Determination Theory highlights the role of social environments in fostering organic motivation, as explored by Ryan and colleagues through research on digital video games (Ryan et al., 2006) Their studies examined how specific game elements influenced players' intentions for future engagement, utilizing the PENS satisfaction index Three experiments conducted in lab settings revealed that increased satisfaction of autonomy and competence correlated with a higher preference for future play Additionally, a fourth study within an online gaming community focused on Massively Multiplayer Online games confirmed that autonomy, competence, and relatedness significantly predicted future play intentions Rigby and Ryan noted that PENS could effectively forecast a game's success in terms of enjoyment, ratings, sales, and player loyalty, suggesting its potential as a foundational design tool for game developers (Rigby & Ryan, 2007, p 2) The fundamental demands in gaming contexts are summarized in Table 2.3.

Table 2.3 Examples and Definitions of the Three Basic Psychological Needs in Games (Aparicio et al., 2012; Riley & Ryan, 2011; Riley & Ryan, 2007)

Three Basic Definition in Game Examples of Game Design

Competence The natural desire to fecl e Optimal difficulties accomplished or effective ¢ A robust system of positive in what one is doing feedback ¢ Developing information ¢ Intuitive controls

METHODOLOGY cccssssssersersssesnsenseesseesnssnssensensnnsnasenseesnnsnasenseeese 46 3.1 Research Design ccscessecsessesserseesessseeseserseessnssnnersteesnnsnsseesensnesenseeseneneseensenenens 46 3.1.1 A Quick Overview of Design-Based Research (DRB)

The incorporation of game elements in structural gamification

Research indicates that integrating game features into educational practices enhances both learning efficiency and enjoyment, suggesting that gamification can effectively motivate students to engage in their studies (Sahin & Namli, 2016; da Rocha Seixas et al.).

A study conducted in 2016 confirmed the effectiveness of gamification in education; however, it faced criticism for limiting game elements to mere scoring, points, and rankings This narrow focus on game mechanics has raised concerns about the overall impact of gamified solutions in educational settings (Zainuddin et al., 2020).

Unhealthy competitiveness and aggressiveness among players can hinder effective engagement in gamification Teachers can design games tailored to specific audiences, while gamification in education requires a clear understanding of the target participants Recognizing players as essential to the gamification framework is crucial, as mismatched mechanisms can result in short-lived participation driven by external incentives Defining student profiles is vital for selecting appropriate gaming features, and this approach is reflected in various gamification models that emphasize customization based on user needs Understanding motivation is key to fostering engagement in gamification activities, as it creates the necessary incentives for participants to actively participate.

The influences of competition and casual gamification . ô-ô 110

Most participants reflected on the leaderboard as a tool for social comparison, noting that only top performers could earn bonus scores, which created a competitive atmosphere However, none reported feeling pressured to achieve these bonus points This may be attributed to some respondents understanding the significance of the bonuses and the gamification objectives, prioritizing their learning and accomplishments in each session over the competition The quantitative results were similar across the board.

The introduction of a leaderboard clarified competition among students, making it appealing despite the lack of additional points for non-first place finishes Ryan and Deci (2017) noted that this appeal stemmed from students' desire for peer respect, which created pressure to improve their rankings In response, some students shifted their focus from leaderboard standings to personal progress within the level system While determined students thrived and felt energized after the course, those who struggled attributed their lack of success to insufficient knowledge and motivation Consequently, the leaderboard was viewed by students as a mechanism for self-regulation.

Individual perception and deliberate individual decisions determined how much

Students were motivated to complete their coursework through a gamification approach that awarded bonus points for effort and completion While Ryan and Deci (2017) note that these points, lacking tangible rewards, could diminish intrinsic motivation, they also serve as a significant factor in students' evaluations, contributing to 60% of their final grades Moreover, students who excelled received additional rewards unrelated to their grades, functioning as a form of recognition for their achievements.

Interviews revealed that the impact of incentives on intrinsic motivation is shaped by the individual's perception of the event, particularly regarding their sense of autonomy and competence.

Ryan and Deci (2017) highlighted the risks associated with outcome-focused rewards, suggesting that individuals may prioritize quick attainment of goals primarily for the sake of rewards A study on gamification revealed that schoolchildren opted for more challenging physical exercises when no rewards were offered, but chose easier tasks when points were at stake (Ahn et al., 2019) This indicates that adults, too, may recognize the temptation to take shortcuts when rewards are involved.

Despite achieving success, some students chose to forgo the bonus, opting instead to give up Those who felt their expertise validated through the bonus recognized its informative value In interviews, they shared techniques used to prove their integrity in earning the incentive Additionally, many students emphasized the importance of guiding discussions and gamified exercises as essential skills for educators As instructional design majors, they appreciated these experiences, viewing them as valuable practice for their future teaching careers.

The manner in which the bonus was presented influenced student reactions, allowing them to express how earning the bonus could fulfill their need for competence This approach empowered students to make their own choices, potentially reducing the demotivating effects of the incentive Previous research by Yildirim et al (2016) utilized badges to convey not only skill levels but also guidance on achieving learning goals However, this design failed to mitigate the risk of badges being perceived negatively, as symbols of inadequacy, and did not alleviate their controlling nature for students.

The gamification design focused on students' need for relatedness, highlighting their reliance on teachers and experienced peers for support Interviews revealed that students often expect guidance in decision-making, which aligns with Ryan and Deci's (2017) assertion that relatedness to authority figures is linked to autonomy In situations where students feel connected to adults, their intrinsic motivation may not be influenced by their ability to make choices, leading some to prefer that teachers or more knowledgeable peers determine the best responses or approaches to tasks.

4.6.6 The choice of casual games

Designing a structural gamification course presents challenges, particularly in selecting casual gamification strategies that align with teachers' styles and personalities Teachers may struggle to implement certain games, like "Guess the Song," without a solid understanding of their students' musical preferences, as poor music choices can disrupt the lesson's atmosphere Generation gaps and varying levels of background knowledge can hinder participation, but resources like YouTube and Spotify can help bridge these gaps Additionally, teachers must be resourceful and adept at improvisation, as unexpected situations often arise during gameplay Maintaining a flexible attitude allows educators to address anxieties and adapt when lessons deviate from their original plans.

4.7 Comparisons and contrasts between the survey and interview findings

In Chapter 3, the author integrated the findings from both the survey and interview tools to assess their reliability and validity To facilitate effective comparisons and contrasts of each theme, Figure 4.7 was created.

Interview Questions Main themes Survey questions

Background experience with _ pamification Qu 3

Figure 4.7 The mapping between main themes and questions of both interview and survey

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In order to discover the general experience of learners towards the design of gamification in this study, question 2 in the interview and all items in the scale of

GAM were employed (questions 16 — 23) First, statistically speaking, in section 4.1.5,

The average score for the gamification factor ranged from 3.86 to 4.33, with GAM2, which states "Oftentimes, I feel pleased and willing to provide or receive feedback," receiving the highest mean score of 4.33 In contrast, GAM8, which notes "Generally speaking, the competitiveness of the games in this course brings more advantages than disadvantages," received the lowest score Overall, these findings indicate that gamification has a positive impact on student motivation in TRS lessons, supporting its use as an effective motivational tool This conclusion is further validated by qualitative interviews, where all 12 students affirmed the effectiveness of structural gamification, specifically casual and competitive elements, in enhancing their learning experience at FPT University.

In the interview, questions 3 and 4 assessed learners' attitudes toward game elements, while the survey, detailed in section 3.6.2, utilized an 8-item scale to evaluate the four key components of gamification, specifically through questions 16 to 23 Notably, the items related to GAM were a focal point of this analysis.

The GAM2 item assessed feedback, while GAM3 and GAM4 focused on leaderboard dynamics Additionally, GAM5 and GAM6 evaluated bonus features, and GAM7 and GAM8 measured competitiveness The mean and standard deviation for each game element are detailed in Table 4.21.

Table 4.21 Means and standard deviations of each game elements in the survey

Scale Observed variables Game Mea Std.

GAMI _ I think feedback when I play games in Feedback 422 0.576847 reading lessons is necessary.

GAM2 Oftentimes, I feel pleased and willing to provide or receive feedback.

-GAM3 _ The use of the leaderboard encourages Leaderboard 3.995 0.577944 me to try harder in the reading lessons.

GAM4 The leaderboard helps me keep track of their progress in relation to the other players.

GAMS The bonus in reading activities Bonus 4.08 0.59466 increases my interest in the lesson.

GAM6 I think bonus is an effective way to motivate learners in the reading lessons.

GAM? Iprefer the reading lessons with games Competitive 3.88 0.538936 because they are competitive ness

GAM8 _ Generally speaking, the competitiveness of the games in this course brings more advantages than disadvantages

The survey data revealed that feedback scored the highest mean of 4.22, indicating its significance Additionally, interview results corroborated this finding, with 100% of participants affirming that feedback in gamified activities is essential and beneficial for the gamified course.

Table 4.22 Results of the interview concerning the game elements

Game elements Percentage of positive attitude

The survey results revealed that both the bonus and leaderboard elements received high ratings, with means of 4.08 and 3.995, respectively Additionally, 83.33% of interview participants expressed a positive perception of these features, indicating that TRS students recognize the value of bonuses and leaderboards, despite their initial appearances.

In a study of 117 participants, the most significant factor that enhanced their enjoyment of gamified activities was the feedback they received throughout the learning process, whether from teachers or peers Interestingly, competitiveness ranked as the least motivating element, with only 75% of students indicating it was a strong motivator in the gamified activities This sentiment was reflected in the survey results, where competitiveness received a mean score of just 3.88, the lowest among the four evaluated elements.

The survey results indicated a slightly higher mean for bonuses compared to the leaderboard, while interviews revealed equal positive attitudes towards both This minor discrepancy may be attributed to the sample size and sampling method used Overall, the findings from both the quantitative and qualitative phases closely aligned, reinforcing the reliability and validity of the research data collected.

The results of the scale Autonomy, Competence and Relatedness were achieved through questions 1 — 5,6— 10 and 11] — 15 in the questionnaire respectively The following table summarizes their means and standard deviations (Table 4.23)

Table 4.23 Means of the scales of AUT, COM and REL

As for the qualitative phase, questions 5 — 7 were dedicated to exploring the opinions of TRS students towards the basic psychological needs of Autonomy,

Competence and Relatedness respectively Their results, similarly, are presented in the following table (Table 4.24)

Table 4.24 Result of the interview concerning basic psychological needs

Basic psychological needs _ Percentage of positive attitude

The survey and interviews highlighted that autonomy was the most valued need, with a mean score of 4.0751, and all 12 interview participants confirmed that structural gamification enhanced their sense of autonomy in learning They emphasized the non-mandatory nature of their learning and the freedom of choice they experienced while engaging in games Additionally, both Competence and Relatedness were closely ranked in the interviews, with 11 participants acknowledging that gamified activities fostered social bonds and improved their competence and confidence.

The survey revealed a minimal gap of just 0.0254 between competence and relatedness, likely influenced by the sample size and sampling method Overall, the findings from both the quantitative and qualitative phases closely aligned, reinforcing the reliability and validity of the collected data.

The interview results revealed that students had a positive outlook after completing the TRS course, which incorporated competition and casual gamification These findings closely align with the survey results, highlighting the effectiveness of the course design.

The findings from the 119 stage indicate that the implementation of structural gamification in the TRS reading comprehension course was largely effective The upcoming chapter will delve deeper into these results, exploring their implications and acknowledging the study's limitations.

4.8 Summary of Findings and Discussions

The project's objective was to explore the potential of gamification as a motivational strategy in Teaching Reading Skills (TRS) lessons at FPT University The researcher aimed to assess the influence of motivational factors such as relatedness, autonomy, and competence on reading comprehension when gamification is integrated into the teaching process.

Research indicates that structural gamification can enhance student engagement in reading comprehension, as evidenced by both quantitative and qualitative findings It generally boosts motivational factors such as autonomy, relatedness, and competence, though these effects can vary based on the classroom environment and the implementation of gamification strategies Essential elements for a successful gamified learning experience include components like leaderboards, bonuses, competition, and feedback Additionally, various factors, including student personalities, learning preferences, academic levels, task complexity, group dynamics, and the teacher's guidance and planning, significantly influence the effectiveness of a gamified classroom.

In conclusion, the findings of this study align with previous research by Hanus and Fox (2015) and Hasegawa, Koshino, and Ban (2016), demonstrating that game-based learning positively influences student motivation These results could be valuable for educators and may influence teaching methods at FPT University.

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This study has notable limitations, primarily its focus on two specific types of structural gamification—competition and casual gamification—within reading comprehension classes Consequently, the research concentrated on one aspect of gamification, which restricts its findings to validating the positive impact of structural gamification on FPT learners' motivation, rather than addressing content gamification Therefore, to substantiate the claim that gamification can effectively serve as a motivational tool in reading, further research is necessary.

127 comprehension lessons, he or she needs to apply both types of gamification in a different context to make such claims plausible.

Second, there were no learning performance tests in the research since it was primarily concerned with how students behaved while interacting with their peers.

The impact of gamification design on learning remains underexplored, particularly regarding its influence on students' intrinsic motivation While the study examined the motivational aspects of gamification on student psychology, it did not directly assess intrinsic motivation Future research could expand the gamification concept across various academic disciplines, allowing for multiple assessments of students' learning and intrinsic motivation throughout longer courses.

One limitation of the study is its sample size, which, while adequate for assessing the predictive ability of the selected variable in reading comprehension classes, would benefit from being larger for a more comprehensive analysis The research was conducted exclusively at FPT University, which may restrict the generalizability of the findings to broader contexts, suggesting potential patterns rather than definitive empirical conclusions However, this limitation is mitigated by several factors: the study involved authentic TRS classes that had undergone gamification training, the participants were carefully selected and well-informed about the study's purpose, the interview outcomes were consistent, and the results are pertinent to the field of education.

The findings from the semi-structured interviews and surveys indicate that the information gathered is both reliable and comprehensive, as participants demonstrated a strong understanding of the topic being studied Additionally, the lack of previous empirical research to support the study's conclusions highlights the significance of these results.

This study highlights the potential for future research in gamification, despite its limitations, such as the absence of control variables in the multiple linear regression analysis Control variables, which are typically excluded due to their perceived lack of interest, can include factors like the external environment and socio-psychological settings that may influence students' motivation While the study's high R-square and adjusted R-square values suggest that external influences may not fully explain the observed patterns, it remains essential for future research to incorporate these control factors to enhance the validity of findings.

Future research should expand beyond the initial focus on students' motivation regarding gamification in FPT University's reading comprehension courses It is essential to explore how gamification influences student performance and assess instructors' readiness to adopt this innovative educational approach Findings from such studies would provide valuable insights for curriculum designers and educational administrators on the integration of gamification in English courses within their specific contexts Additionally, this research could identify the necessary tools for instructors to effectively implement this pedagogical method.

The study primarily concentrated on students' motivation during reading comprehension sessions, resulting in the absence of learning performance tests Additionally, it did not conduct a comprehensive analysis of how gamification design influenced learning outcomes, nor did it include direct measurements of students' intrinsic motivation.

Gamification design can be applied across various subjects, and leveraging data from learning management systems is essential Extended course durations offer multiple chances to evaluate students' learning outcomes and intrinsic motivation effectively.

The growing popularity of online courses in higher education highlights the potential of learning management systems to enhance the learning experience for both instructional designers and educators Future research on motivation should explore factors specific to online learning environments, contrasting them with traditional classroom settings Additionally, understanding the limitations of this study can provide valuable context for interpreting the findings and comparing them with results from related research.

Incorporating gamification into extracurricular classes beyond FPT University could expand the sample size for future studies Additionally, future research should explore significant factors not addressed in this study, including the use of content gamification and online gamification in Vietnam Investigating these elements, along with the challenges educators and administrators face due to internal and external factors, could provide valuable insights into motivation.

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