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Received 12.01.2025

Revised 02.05.2025

Accepted 29.05.2025

Retrieved from Vol. 28, No. 1, 2025

Pages 6 -13

  • 555 Views

Suggested citation

Zatserkovnyi, O. (2025). A comparative analysis of gamification tools in enhancing content retention in CLIL-based EFL classrooms. Pedagogical Sciences, 28(1), 6-13. https://doi.org/10.33989/2524-2474.2025.1.6

A comparative analysis of gamification tools in enhancing content retention in CLIL-based EFL classrooms

Oleh Zatserkovnyi

Abstract

In the digital age, integrating gamification into Content and Language Integrated Learning (CLIL) has become crucial for engaging EFL learners and enhancing pedagogical outcomes. This study aims to evaluate comparatively the impact of three widely used gamification platforms – Kahoot, Genially, and Quizizz – on content retention and learner experiences among university-level EFL students. Employing a quasi-experimental, mixedmethods design, 53 participants were assigned to one of the three tool conditions and assessed through retention tests, perception questionnaires, focus-group interviews, and structured classroom observations. Quantitative analysis via one-way ANOVA revealed a significant effect of tool type on retention scores (F(2.50) = 5.67, p = .005, η² = .115). Post hoc comparisons showed Quizizz users achieved the highest mean retention (M = 85.6, SD = 5.9), significantly outperforming Genially (M = 78.2, SD = 7.4; p = .004), with Kahoot (M = 82.5, SD = 6.2) yielding intermediate results. Qualitative findings indicated that Quizizz’s self-paced format and immediate corrective feedback reduced anxiety, fostered autonomy, and promoted metacognitive reflection. Kahoot’s competitive, time-pressured rounds drove high short-term engagement but sometimes imposed cognitive load that impeded deeper comprehension. Genially’s rich multimedia interface enhanced initial motivation and visual immersion, yet learners required additional scaffolding and follow-up retrieval exercises to consolidate learning. These results underscore that design features – pacing controls, feedback immediacy, and interface complexity – must be strategically aligned with instructional goals to maximise both cognitive and affective outcomes. Educators and curriculum designers can apply these insights to select or combine gamified tools in CLIL settings, tailoring activities to balance engagement, comprehension, and long-term retention. The practical value of this research lies in its applicability for EFL instructors, curriculum designers, and educational technologists seeking evidence-based guidance on selecting and integrating gamified tools to enhance content retention in CLIL-based university language courses

Keywords:

digital tools; Quizizz; Kahoot; Genially; language education; learner engagement

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https://doi.org/10.33989/2524-2474.2025.1.6

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