Related Experiment Video
Updated: Jul 26, 2025

Experimental Paradigm for Measuring the Effect of Induced Emotion on Grammar Learning
Published on: January 29, 2020
Techniques for Increasing Educational Motivation and the Need to Assess Students' Knowledge: The Effectiveness of
Irina Shakhmalova1, Natalia Zotova2
1Department of Pedagogy and Methods of Primary Education, Nerungri Technical Institute (Branch) of M.K. Ammosov North-Eastern Federal University, Nerungri, Russia. ishakhmalova@rambler.ru.
Abstract:
Educational digital games can be an effective way to teach English grammatical material because they provide an interactive and engaging learning experience. The purpose of this study is to clarify how playing digital games affects students' motivation and performance in university-level English grammar classes. [The North-Eastern Federal Institute of MK Ammosova in Neryungri] used a quasi-experimental study, testing, respondent survey, and statistical data analysis method for this purpose. 114 Fourth-year students were the participants, and they were split into the experimental and control groups at random. Students in the experimental group were given a learning format that included the use of digital games designed to teach English grammar (Quizlet and Kahoot!). The traditional teaching strategies offered by the university curriculum were used with the students in the control group (written assignments, textbooks, presentations, and tests). The post-test revealed that the control group's results were nearly identical to those of the pre-test. The students in the experimental group performed better. The proportion of students scoring "poor" fell from 30 to 10%, while the proportion scoring "moderate" fell from 42 to 27%. The "good" score increased from 17 to 40%, and the "excellent" score increased from 11 to 23%. These results suggest that digital games are a more productive and effective tool for teaching English grammar than traditional games. Students were also highly motivated, as they found digital games to be both entertaining and effective for language acquisition. Academic performance did not significantly improve. Based on this, future research might create electives or courses that teach English grammar more successfully using gamification techniques. These results can also be used to guide future research in education, language acquisition, and modern technology.
More Related Videos
09:00Author Spotlight: Validation of SICOLE-R for Assessing Cognitive and Reading Skills in Spanish-Speaking Children and Its Role in Personalized Education
Published on: August 16, 2024
04:12Mixed Reality for Education MRE Implementation and Results in Online Classes for Engineering
Published on: June 23, 2023
Related Concept Videos
Nursing Process for Patient and Caregiver Teaching III: Evaluation and Documentation
Nurses can use several methods to evaluate patient outcomes. For example, oral questions can assess cognitive learning,...
Metacognition