Evidence Without Hype, Gamified Quizzing in EFL and ESL Classrooms in Low-Input Contexts, a Critical Review and Minimum Reporting Standards
Abstract
1. Introduction
Research Questions
- RQ1. To what extent does digital gamification improve assessed EFL/ESL performance in course-integrated tasks such as vocabulary, reading, grammar, or combined skills?
- RQ2. How does gamification shape participation, attention, and on-task behaviour during lessons?
- RQ3. How do students perceive gamified activities in terms of motivation, enjoyment, usefulness, fairness, and anxiety?
- RQ4. How do teachers evaluate gamification with respect to feasibility, workload, assessment alignment, and classroom management?
2. Methods and Approaches
- examined digital gamification in English language learning contexts,
- involved classroom or course-integrated activities rather than standalone entertainment,
- reported empirical outcomes on learning, engagement, or affect, and
- were peer-reviewed journal articles in English.
3. Results
3.1. RQ1: Learning Performance
3.2. RQ2: Classroom Dynamics
3.3. RQ3: Students’ Perceptions
3.4. RQ4: How Teachers Orchestrate Gamified EFL/ESL Work (Planning, Pacing, Feedback, Grouping) and Handle Constraints, Integrity, Equity, and Privacy
4. Discussion of the Results
5. Limitations of the Study
6. Recommendations for Practice and Future Research
7. Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| EFL, ESL | English as a Foreign Language, English as a Second Language |
| FL | Foreign Language |
| L1, L2 | First Language, Second Language |
| RQ | Research Question |
| HE | Higher Education |
| K-12 | Primary and secondary schooling |
| AR, VR | Augmented Reality, Virtual Reality |
| RPG | Role-Playing Game |
| LMS | Learning Management System |
| UX | User Experience |
| PD | Professional Development |
| Wi-Fi | Wireless internet connectivity |
| App | Application (mobile or web) |
| RCT | Randomised Controlled Trial |
| ANCOVA | Analysis of Covariance |
| M, SD | Mean, Standard Deviation |
| CI | Confidence Interval |
| NS | Non-significant |
| WMC | Working Memory Capacity |
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| Study | Skill/Focus | Design and N | Post-Test Timing | Main Performance Outcome | Social/Competition Features |
|---|---|---|---|---|---|
| Sailer and Homner (2020) | Cross-domain learning (cognitive/motivational/behavioural) | Meta-analysis (k = 38; 40 exps) | Mostly immediate; rare delayed | Small positive effects overall; cognitive most robust | Competitive–collaborative > pure competition for behavioural; fiction helps behaviour |
| Wang and Tahir (2020) | Quiz-based learning (multi-discipline; incl. EFL) | Narrative review (93 studies) | Mostly immediate | Predominantly positive; wear-out and time-pressure issues | Individual competition common; team play can reduce anxiety |
| Li et al. (2023) | Education-wide learning outcomes | Meta-analysis | Unclear delayed reporting | Positive overall; stronger with longer duration and fuller designs | Social dynamics important; specifics not coded |
| S. Zhang and Hasim (2023) | EFL/ESL performance and affect | Systematic review (40 studies) | Mixed; limited delayed | Frequent gains; also nulls where design/tech frictions occur | Competition may unsettle some learners |
| Luo (2023) | FL gamified tools effectiveness | Systematic review (21 studies) | Mixed; some longitudinal | Mixed effectiveness; gaps in cognitive engagement measures | Heterogeneous element mixes; risk of “pointsification” |
| Cheng et al. (2025) | Reading proficiency (HE) | Quasi-exp., 16 weeks, N = 220 | Immediate only | Gamified > traditional on reading; enjoyment up | Competitive + collaborative class games; points/badges/leaderboards |
| Panmei and Waluyo (2022) | Vocabulary (HE) | Quasi-exp., 4 weeks, N = 100 | Weekly immediate | No overall gain vs. paper; some weekly wins | Quizizz features incl. timers/leaderboards; individual play |
| Liu et al. (2024) | Mixed skills; enjoyment; ideal L2 self (young EFL) | Mixed-methods RCT, N = 36 | Immediate only | Digital gamified > non-digital gamified on all outcomes | Points, badges, leaderboards; some collaboration |
| Chen et al. (2019) | Vocabulary (HE) | App RCT-style, N = 20 | Immediate + 2-week delay | Gamified app > non-gamified app at both times | Individual + leaderboard; mini-games; competition elements |
| Franciosi et al. (2016) | Vocabulary (HE) | Quasi-exp., N ≈ 162 | 1-week + 11-week delay | No immediate gain; delayed advantage for simulation | Collaborative team play in simulation; control individual flashcards |
| Jia et al. (2025) | Academic vocabulary (HE) | Quasi-exp., N = 90 | Immediate + 1- and 3-week delay | AR > digital app immediately; parity with paper; attenuates over time | Individual play; no explicit leaderboards/timers |
| Naderi and Moafian (2023) | Vocabulary (primary) | Quasi-exp. crossover, N = 40 | Immediate + 2-week delay | Non-digital collaborative > digital individual at both times | Digital individual/competitive vs. non-digital cooperative |
| Wu (2024) | Vocabulary (HE) | Quasi-exp., 10 weeks, N = 58 | Immediate + 1-month delay | Computer-based > paper at both times | Individual, strategy-rich computer tasks; no competition |
| Patra et al. (2022) | Vocabulary (primary) | Quasi-exp., 9 sessions, N = 50 | Immediate + 3-week delay | Digital cooperative > traditional | Cooperative play; no explicit competitive mechanics |
| Zakian et al. (2022) | Vocabulary (HE; out-of-class) | Quasi-exp., 4 months, N = 86 | Immediate + 2-month delay | Digital flashcards > paper; some decline at delay | Individual, spaced repetition; no competition |
| Karimi and Nasouri (2024) | Incidental vocabulary (HE) | Quasi-exp., N = 57 | Immediate + 2-week delay | Digital text-based game ≈ paper text-based game; flow and WMC matter | Individual; narrative choices; no competition |
| Temel and Cesur (2024) | Motivation and achievement (HE, online) | Quasi-exp., N = 60 | Immediate only | Motivation ↑; achievement NS vs. control | Mostly individual competition via leaderboards |
| Cluster | Studies | Mode | Typical Mechanics | How Dynamics Were Measured | Key Takeaway |
|---|---|---|---|---|---|
| Meta/reviews | (Sailer & Homner, 2020; Wang & Tahir, 2020) | Mixed | Timers, points, leaderboards; comp/collab/comp-collab; fiction | Syntheses and moderator analyses | Livelier sessions; competitive–collab > competition on behavioural indicators; fiction supports on-task effort; manage time pressure. |
| In-person HE | (Aldubayyan & Aljebreen, 2025; Chiang, 2020; Sadeghi et al., 2022; Waluyo & Balazon, 2024) | Face-to-face | 20–60 s timers, points, team play, leaderboards, rewards | Surveys, tests, interviews; item feedback | Structured turn-taking and energy ↑; some stress with speed/competition; teamwork steadies participation. |
| Online HE | (Anane, 2024; Dindar et al., 2021; Fahada & Asrul, 2024; Mat Husin & Azmuddin, 2022) | Fully online | Kahoot/Quizizz; daily app tasks (points/badges/leaderboards); coop vs. comp | Surveys; app logs; group messages | Energy ↑; cooperation → stronger relatedness and richer messaging; connectivity/usability can disrupt flow. |
| Blended/logs | (Cigdem et al., 2024; Zainuddin et al., 2020) | Blended/in-person | Weekly leaderboards/timed e-quizzes; badges; team races | LMS logs; surveys/interviews; performance | Completion ↑ and more homogeneous attempts ; later quizzes ↑; anonymity broadens shy students’ voices; some novelty tapers. |
| Edge cases | (Alfares, 2025; Al-Hoorie & Albijadi, 2025) | Out-of-class/K-12 | RPG app (avatars, time limits); Wordwall | App logs and tests; no interaction coding | Vocabulary gains but little in in-class interaction; out-of-class gains may fade by delayed tests. |
| Course-wide rotation | (Temel & Cesur, 2024) | Online | Rotating Web-2.0 quizzes | ANCOVA on motivation; achievement test | Motivation/climate ↑ even when achievement NS; pacing/variety matter. |
| Study | Affective (Enjoyment, Motivation, Anxiety) | Perceived Learning (Understanding, Feedback, Pace) | Practicality and Fairness (Usability, Access, Timing, Leaderboard) | Evidence Type/Notes |
|---|---|---|---|---|
| Rojabi et al. (2022) | “Fun,” “exciting,” not boring; high engagement (M = 3.95) and motivation (M = 4.09). | Immediate feedback valued; felt pushed to learn topics correctly. | Time limits frustrating; unstable internet; room-size caps; some items difficult. | Student quotes + Likert means. |
| Phan and Tran (2024) | Teachers report students enjoy Kahoot; motivation up; boredom down. | Immediate scoring aids tracking; students understand with less lecture. | Unstable internet; inappropriate nicknames; time limits during the lesson. | Teacher surveys; no student scales. |
| Kurniawan et al. (2024) | “Fun, creative, interesting”; enthusiasm up; some distraction from peers/apps. | Easier to understand with audiovisuals + teacher elaboration; feedback helps. | Device gaps; internet issues; classroom management in large classes. | Student quotes/themes; no scale means. |
| Pham (2023) | Not directly reported. | Improved grammar outcomes; reattempts + immediate feedback support review. | Easy access (multi-device); teacher can customise feedback; no fairness issues reported. | Achievement + platform description; no student affect data. |
| Pham et al. (2025) | Enjoyment/motivation high; anxiety mostly mild/declining (Kahoot M = 3.30; Quizizz M = 3.45); excitement about competition. | Quizizz reattempts aid retention; on-device items reduce split attention vs. Kahoot. | Prefer Quizizz for solo/self-study; Kahoot for in-class teams; strict timers stressful; occasional key errors. | Interviews + Likert anxiety means. |
| Paramita (2023) | Described as fun, engaging; positive atmosphere. | Visuals/VR/simulations improve grasp of abstract ideas; real-time checks help. | Technical glitches disrupt flow; desire for more customization. | Student themes; no quotes/means. |
| Almufareh (2021) | Duolingo seen as fun; motivation; competitive elements can engage. | Audiovisual repetition + self-pacing help reading/writing/vocab. | App not in syllabus → extra workload; features (XP) seen as less useful. | Surveys/interviews (students and profs). |
| Chan and Lo (2024) | Generally positive attitudes; competitive cues vary by personality (e.g., introverts vs. extroverts). | Immediate feedback, clear rules, social interaction perceived to help; gains not always sustained. | Usability/infra gaps; some pacing too fast; mixed views on leaderboards. | Narrative review/synthesis. |
| Ho (2020) | High enjoyment (e.g., 92% interest; M ≈ 4.4); reduced reticence to speak. | Better understanding/application of narrative concepts; critical thinking ↑. | Tool easy to use; small-group teamwork preferred; timed scoring accepted. | Mixed-methods; Likert + interviews. |
| Hong et al. (2022) | Curiosity (especially deprivation-type) → more positive gamification attitudes; anxiety lowers curiosity. | Learning performance improved in “pose–gamify–play” grammar tasks. | User-friendly creation/play; fixed short sessions; rankings recorded (no fairness feedback). | Questionnaires + performance data. |
| Bolat and Taş (2023) | Motivation cited as mechanism (meta-analytic context). | Feedback/formative features linked to achievement effects (tool-level). | Notes tool affordances (e.g., avatars/memes in Quizizz); no user fairness data. | Meta-analysis; no primary perceptions. |
| Orchestration Theme | Concrete Practices (What to Do) | Typical Constraints | Integrity and Equity Notes | Privacy/Data Notes | Key Sources |
|---|---|---|---|---|---|
| Plan the cadence | Prime → teach → quiz/reteach within the same lesson; reserve a fixed game window (≈15–30 min) to avoid overuse | Prep time for good items; fitting games into tight syllabi | Keep games formative; align with what you assess | Be transparent about what platforms log | (Chan & Lo, 2024; Lashari et al., 2025; Waluyo & Balazon, 2024) |
| Pace the session | Use short rounds/turns; tune timers (not just default); vary mechanics across weeks | Rapid gameplay can outpace some learners | Vet difficulty; avoid speed-only scoring | — | (Cancino Avila & Castillo Fonseca, 2021; Chan & Lo, 2024; Chiang, 2020) |
| Feedback loops | Exploit instant item stats to reteach immediately; let students review wrong answers on their own devices between rounds | Time to debrief within class block | Publicly posted leaderboards can demotivate some | Limit unnecessary exposure of names/scores | (Chan & Lo, 2024; Pham et al., 2025; Waluyo & Balazon, 2024) |
| Grouping and tone | Mix cooperation + light competition (teams/triads + gentle ranking) to broaden participation | Managing teams in large rooms | Rotate roles; set norms to reduce shout-outs | — | (Cancino Avila & Castillo Fonseca, 2021; Lashari et al., 2025; Sailer & Homner, 2020) |
| Tool–room fit | Prefer own-device view to cut split attention; keep a low-tech backup (cards/images) | Single-projector rooms; seating/readability | Ensure everyone can see/participate | — | (Cancino Avila & Castillo Fonseca, 2021; Chiang, 2020; Pham et al., 2025) |
| Low-tech options | Image-rich card games in small groups with scoring/turn rules for immediate, intrinsic feedback | Nonelectronic prep time; printing | Accessible in low-resource contexts | Minimal data footprint | (Cancino Avila & Castillo Fonseca, 2021) |
| Time and workload | Block-design lessons (e.g., lecture 30′ + game 15′); reuse/iterate item banks; plan micro-reteaches | Authoring, vetting items; teacher training needs | Keep stakes low to reduce anxiety | — | (Alsswey & Malak, 2024; Chiang, 2020; Pham, 2023) |
| Tech and class size | Check Wi-Fi; have spare devices/charging; adjust font/music; rehearse join steps | Connectivity, device gaps, app hiccups; big classes | Provide alternatives for students without devices | — | (Alsswey & Malak, 2024; Chiang, 2020; Waluyo & Balazon, 2024) |
| Integrity and quality | Monitor in-room participation; discourage calling out answers; audit public quiz items for errors | Errors in shared item banks; off-site answering | Favour formative use; align items to outcomes | — | (Chiang, 2020; Pham et al., 2025; Sailer & Homner, 2020) |
| Equity and access | Provide own-device modes, low-tech backups, and clear visuals; localise content | Cultural/economic access differences | Scaffold for novice tech users; avoid one-size-fits-all | — | (Alsswey & Malak, 2024; Cancino Avila & Castillo Fonseca, 2021; Chan & Lo, 2024) |
| Dashboards and teacher UX | Use platform analytics that surface actionable patterns without extra load; seek PD on linking mechanics to pedagogy | Data overload; limited PD time | Use data to support, not label students | Handle student data minimally/securely | (Chan & Lo, 2024; Gini et al., 2025) |
| Evidence gaps (for future work) | More reports on teacher moves (think time, role rotation), long-term routines, and policy (privacy) | — | — | Prioritise privacy-by-design in studies | (Gini et al., 2025; R. Zhang et al., 2023) |
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Ameen, F. Evidence Without Hype, Gamified Quizzing in EFL and ESL Classrooms in Low-Input Contexts, a Critical Review and Minimum Reporting Standards. Educ. Sci. 2025, 15, 1568. https://doi.org/10.3390/educsci15121568
Ameen F. Evidence Without Hype, Gamified Quizzing in EFL and ESL Classrooms in Low-Input Contexts, a Critical Review and Minimum Reporting Standards. Education Sciences. 2025; 15(12):1568. https://doi.org/10.3390/educsci15121568
Chicago/Turabian StyleAmeen, Fahad. 2025. "Evidence Without Hype, Gamified Quizzing in EFL and ESL Classrooms in Low-Input Contexts, a Critical Review and Minimum Reporting Standards" Education Sciences 15, no. 12: 1568. https://doi.org/10.3390/educsci15121568
APA StyleAmeen, F. (2025). Evidence Without Hype, Gamified Quizzing in EFL and ESL Classrooms in Low-Input Contexts, a Critical Review and Minimum Reporting Standards. Education Sciences, 15(12), 1568. https://doi.org/10.3390/educsci15121568

