The impact of a gamified adaptive learning environment on English vocabulary acquisition
| dc.contributor.author | Konuk, Turan | |
| dc.contributor.author | Semerci, Nuriye | |
| dc.date.accessioned | 2026-08-16T09:26:49Z | |
| dc.date.issued | 2026 | |
| dc.department | Bartın Üniversitesi, Eğitim Fakültesi | |
| dc.description.abstract | This study examined the effectiveness of a gamification-based adaptive learning environment in English vocabulary instruction. A mixed-methods explanatory sequential design was employed. The quantitative phase used a quasi-experimental pretest-post-test design, while the qualitative phase explored students' experiences through semi-structured interviews. The sample consisted of 44 ninth-grade students from a Vocational and Technical Anatolian High School in the Western Black Sea region during the 2024-2025 fall semester. Students were assigned to experimental (n = 22) and control (n = 22) groups through random class-level allocation. Participants in the experimental group engaged with a gamification-based adaptive learning environment, while those in the control group received conventional teacher-led instruction. The intervention lasted four weeks and involved a researcher-designed gamified adaptive learning system. Data were collected using an AI-supported multiple-choice vocabulary achievement test and a researcher-developed evaluation questionnaire. Quantitative data were analyzed using SPSS, and qualitative data were analyzed descriptively. The findings revealed that the gamification-based adaptive learning environment significantly improved students' vocabulary achievement, learning motivation, and classroom engagement compared to traditional instruction. | |
| dc.identifier.doi | 10.1080/00220671.2026.2704538 | |
| dc.identifier.issn | 0022-0671 | |
| dc.identifier.issn | 1940-0675 | |
| dc.identifier.scopus | 2-s2.0-105046288333 | |
| dc.identifier.scopusquality | Q2 | |
| dc.identifier.uri | http://doi.org/10.1080/00220671.2026.2704538 | |
| dc.identifier.uri | https://hdl.handle.net/11772/27943 | |
| dc.identifier.wos | WOS:001833007700001 | |
| dc.identifier.wosquality | Q2 | |
| dc.indekslendigikaynak | Web of Science | |
| dc.indekslendigikaynak | Scopus | |
| dc.language.iso | en | |
| dc.publisher | Routledge Journals, Taylor & Francis Ltd | |
| dc.relation.ispartof | Journal of Educational Research | |
| dc.relation.publicationcategory | Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı | |
| dc.relation.sdg | Goal-04: Quality Education | |
| dc.rights | info:eu-repo/semantics/closedAccess | |
| dc.snmz | KA_WoS_20260815 | |
| dc.subject | Adaptive Learning | |
| dc.subject | Educational Technology | |
| dc.subject | Gamification | |
| dc.subject | Gamified Adaptive Learning | |
| dc.subject | Vocabulary Instruction | |
| dc.title | The impact of a gamified adaptive learning environment on English vocabulary acquisition | |
| dc.type | Article | |
| dc.wosindex | Social Science Citation Index (SSCI) | |
| dspace.entity.type | Publication |










