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Article
Affiliation(s)

University of Shanghai for Science and Technology, Shanghai, China

ABSTRACT

This study aims to investigate the impact of gamified English learning tools (e.g., Duolingo, Quizizz, Kahoot, Baicizhan, and Shanbay) on learners’ motivation. A cross-sectional survey design was adopted, and 60 valid questionnaires were collected through convenience sampling, of which 50 respondents had used gamified tools. The research instrument was a self-designed Questionnaire. The study concludes that gamified English learning tools can effectively enhance learners’ intrinsic motivation, with instant feedback being the most critical driver. In addition, higher usage frequency leads to stronger motivation, but social competition features have limited effects. No significant gender difference was found. It is recommended that developers optimize feedback systems and provide flexible options for social features, while educators may encourage daily usage to sustain motivation.

KEYWORDS

gamified learning, English learning tools, learning motivation, instant feedback

Cite this paper

HU Diandian & LYU Xintong. A Study on the Impact of Gamified Tools on English Learning Motivation. US-China Foreign Language, October 2026, Vol. 24, No. 10, 349-358 10.17265/1539-8080/2026.10.001

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