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Research Summary: Motivation, engagement, and autonomy in gamified mobile-assisted language learning: undergraduate EFL learners’ perspectives

Original authors
Attribution requires verification
Original source
Frontiers in Education
Summary & Analysis prepared by
Aziz Shuaib Ausi
Resource type
Research Summary / Knowledge Resource
Resource published on AZIZ OS
1 September 2026
Last updated
6 October 2026
Reading time
1 min
Publication type
Knowledge Resource
Availability
Open access
About this Summary & Analysis

AZIZ OS provides independently prepared summaries and analytical interpretations of externally published research and knowledge sources. The underlying works remain attributable to their original authors and rights holders. This resource is intended to improve accessibility and understanding and does not replace the original publication.

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A mixed-methods study exploring Saudi undergraduate English as a foreign language (EFL) learners' perspectives on gamified mobile-assisted language learning (MALL) revealed consistently high levels of positive perception regarding its impact on motivation, engagement, autonomy, confidence, social interaction, and perceived effectiveness. The research utilized a structured questionnaire for 175 students and semi-structured interviews with 12 female participants.

Why it matters

This study highlights the potential of gamified mobile-assisted learning technologies to enhance educational outcomes across multiple dimensions. Understanding learner perceptions regarding motivation, engagement, and effectiveness is crucial for the strategic development and implementation of future educational technologies and pedagogical approaches, especially in diverse cultural contexts.

Key insights

  • Gamified mobile-assisted language learning (MALL) is perceived positively by undergraduate EFL learners.
  • Learners reported high levels of motivation associated with gamified MALL.
  • High levels of engagement were observed in the context of gamified MALL.
  • Autonomy was significantly perceived to be fostered through gamified MALL.
  • Confidence in language learning was enhanced by the use of gamified MALL.
  • Social interaction was positively influenced by gamified MALL environments.
  • Learners perceived gamified MALL as an effective learning tool.

Source

Frontiers in Education — https://www.frontiersin.org/articles/10.3389/feduc.2026.1935767

Citation

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Verification ID
ASA-EXE-2026-00048
Version
v1.0 · r0
Issued
1 September 2026
Resource prepared by
Aziz Shuaib Ausi
Resource status
Research Summary / Knowledge Resource
Underlying work
Motivation, engagement, and autonomy in gamified mobile-assisted language learning: undergraduate EFL learners’ perspectives
Original authors
Attribution requires verification
Original source
Frontiers in Education
Provenance status
Attribution requires verification
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Underlying publication rights remain with the respective copyright holder(s). Refer to the original source for authoritative publication and licensing information.

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