THE EFFECTS OF GAMIFICATION AND LEARNING MOTIVATION ON STUDENTS’ READING COMPREHENSION ACHIEVEMENT
DOI:
https://doi.org/10.31851/b94s0z52Keywords:
Gamification, Learning Motivation, Reading Comprehension, Instructional Technology, Secondary EducationAbstract
This study investigated the effects of gamification and learning motivation on students’ reading comprehension achievement in secondary education. It aimed to determine whether gamified instructional practices enhance reading comprehension outcomes and whether students’ levels of learning motivation moderate these effects. A quantitative experimental design with a 2×2 factorial arrangement was used. Sixty eleventh-grade students were randomly assigned to experimental (gamification) and control (conventional instruction) groups. Data were collected using a standardized reading test and a validated motivation questionnaire. Results indicated that students exposed to gamified instruction achieved significantly higher reading comprehension scores than peers taught conventionally. High motivation students outperformed low motivation peers, and an interaction effect between instructional approach and motivation level was statistically significant. Findings suggest that gamification strategies can be integrated into reading instruction to enhance engagement and comprehension. Teachers and curriculum designers may implement gamified tools to support motivation-driven learning improvement. This research contributes to the existing literature by experimentally examining the interactive influence of gamification and intrinsic motivation on reading comprehension in a secondary education setting, highlighting motivational thresholds that amplify gamification benefits.
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