Authors

  • Sumaya Suleiman Mohammed Abu Zahra
    Department of Curriculum and Instruction, College of Education, University of Jeddah, Jeddah, Saudi Arabia
  • Hassan Saleem Alqurashi
    Department of Curriculum and Instruction, College of Education, University of Jeddah, Jeddah, Saudi Arabia

DOI:

https://doi.org/10.37547/tajssei/Volume06Issue10-08

Keywords:

Gamification Strategy English Language Teaching

Abstract

This study aimed to demystify the obstacles faced by English language female teachers in applying gamification strategy to develop English skills of the middle school students in Al-Taif city. The descriptive analytical approach was used to describe and analyze the phenomenon. A sample of 278 English language female teachers was randomly selected from Al-Taif schools using the stratification sampling method.  Furthermore, a questionnaire, prepared by the researcher, was employed to get the necessary data from the sample members, after testing its reliability and validity. The results unveiled the multiplicity of obstacles faced by English language female teachers and limit the application of gamification. These challenges include the large number of teaching and administrative burdens, students´ overcrowding in the classrooms, weak readiness of the educational environment and its components when introducing gamification, and the high costs of designing and producing gamification into the curricula. Thus, this study urges the Education Ministry to adopt the principles of gamification in education, provide proper programs with suitable tools for that, develop teachers' abilities to employ gamification, and pay attention to the quality of programs and methods developing female teachers' skills. Moreover, it underscores the importance of providing schools with appropriate devices and tools that support the infra-structures for gamification. Significantly, the findings would provide all stakeholders with insights to understand the obstacles faced by English language teachers and the effects of gamification to overcome those obstacles.


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PUBLISHED DATE: - 15-10-2024
DOI: -

https://doi.org/10.37547/tajssei/Volume06Issue10-08

PAGE NO.: -66-88

CHALLENGES FACED BY TEACHERS IN
APPLYING GAMIFICATION IN TEACHING
ENGLISH


Sumaya Suleiman Mohammed Abu Zahra

Department of Curriculum and Instruction, College of Education, University
of Jeddah, Jeddah, Saudi Arabia

Hassan Saleem Alqurashi

Department of Curriculum and Instruction, College of Education, University
of Jeddah, Jeddah, Saudi Arabia

Orchid ID

: https://orcid.org/0000-0002-5190-3088

INTRODUCTION

The current era has seen a tremendous and rapid
development in almost all life areas. Much
significantly,

the

emergence

of

various

technologies has sped up the advancement of other
aspects of human life. Thus, the progress of a

country is no longer measured by the information
it possesses, but its ability to use technology to
organize and employ that information to serve
humanity. The most advanced county in the field of
information technology has become the most

RESEARCH ARTICLE

Open Access

Abstract


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powerful economically and financially (Al-
fuhailah, 2023; Abdelnabi, 2022).

Investing in human capital through education is
the basis for any human and social development. In
this respect, Saudi Arabia has embarked on
building its future with an ambitious vision. It has
directed all of its sectors towards developing
human capital to create strong generations able to
participate in the diverse transformation
processes (Salem & Abdelrazeq, 2023). Therefore,
it has focused on quality education as the real force
to achieve the vision. This is because educational
curricula and the standards for their construction
and

application

represent

an

aspiring

developmental response that is compatible and in
line with the rapid progress. They provide the
learners with knowledge, skills, and creative and
innovative capabilities to be ready to receive the
high digital technological revolution (Ismail, 2023;
Yaseen & Radia, 2022; Al Yousef, 2016).

Heeding technology and its applications is one of
the most important principles we must consider
when creating and/or developing curricula.
Besides, the curricula and the teachers must
provide learners with meaningful situations,
experiences, and activities and encourage their
thinking and research abilities. This can be done by
integrating and applying technology and making it
availabile in the teaching and learning processes.
Here, technology is a basic component in edution.
It plays a crucial requirement for all stages of
general education (Mdhlalose & Mlambo, 2023;
Shadiev et al., 2023; Fauzi et al., 2021; Yuyun,
2019).

In many countries where English is not people's
first or mother tongue, it has significantly become
the leading and most important foreign language.
It serves as a common and widely used means of
communication. In this respect, English language is
the greatest common language spoken universally.
It is the language of science and technology

worldwide (Chan & Lo, 2024; Nuriska, 2021; Rao,
2019). With the help of the emerging technology,
education is being revolutionized and the field of
English language learning is no exception. English
has a vital role in all aspects of life and has been
playing the main part in several sectors. Thus,
educators have to intensify their efforts to develop
curricula and urge teachers to use innovative
modern and fun appropriate teaching strategies in
teaching English. Furthermore, teachers in schools
should be keen to encourage students and increase
their motivation to learn English language (Zarei &
Fabregas, 2024; Shadiev et al., 2023; Adawiyah &
Gumartif. 2022; Nishanthi, 2018).

Technological development has evidently been a
decisive element to promote change and
innovation in education to fit the requirements of
the digital generations. Therefore, technology-
enhanced educational environments (TEEE) offer
diverse opportunities for students and educators
to support teaching and learning processes. In this
respect, educational research and studies have
proven that the most popular and widespread
modern technology is the integration of AR and VR;
the former denotes augmented reality, while the
later denotes virtual reality. Therefore, it
contributes to create positive, active and
interactive educational environments that enable
users to experience and explore virtual worlds
promoting the purposeful learning (Samarqandi &
Yamani, 2021; Sailer et al., 2021; Ahmed, 2021; Al-
Tawil, 2020).

New innovative approaches and techniques are
continually applied in education at all levels. The
aim is to keep students engaged, motivated, and
interested. Thus, gamification - game-based
learning-, which implies adding elements of games
to course, with its various techniques that
integrate technology into education and using
elements of designing games for a unique and
interesting gameful experience in non-game


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contexts and tasks, is an effective strategy in
teaching English. The motive behind adopting this
technique is rooted in the idea that teaching and
learning any language is a complicated process.
Besides, motivating and encouraging learners is
crucial if it were to accelerate their learning
(Songcun & Zuwati, 2023; Thurairasu; 2022;
Alzahrani & Alhalafawy, 2022; Al-Dosakee &
Ozdamli, 2021). The essence of gamification
involves using the motivational effect of games for
purposes beyond the entertaining nature of the
game. This notion is undoubtedly centered on the
marketing spread to various contexts like
education and business (Al-Shammari, 2019; Kapp,
2012).

Fortunately,

gamification

and

e-learning

(electronic/online learning; mainly by computers
and the internet forms) can be successfully
combined. Therefore, gamification in the context of
e- learning denotes a set of tools and techniques
that raise students' interests and incentives to use
and finish a course. To meet educational needs of
students, this strategy has widely been applied in
many teaching systems. Thus, its adoption is
significantly increasing in online learning (Cavu et
al., 2023; Alzahrani & Alhalafawy, 2022).

Significantly, gamification strategy improves
students'

motivation,

engagement

(with

educational materials and situations through AR
and VR games and digital devices), and learning
out-comes. Besides, it transforms learning from its
routine traditional form into learning with fun and
interactive nature, thus stimulating students'
desire to learn, encourages them to do more and
more learning activities, helps them understand
and focus on the subject being taught, provides
nice opportunities for them to explore, compete,
and excel in class, improves competitive traits,
thus making learners addicted to learn and
providing real-time feedback,.. etc. (Fitria, 2022b).

Furthermore, the said strategy can bring about

self-regulation for students. This is done by
creating opportunities for self-monitoring, which
sets clear expectations for the student. It promotes
problem solving,

which can help increase students’

motivation to learn (Al-Shammari, 2019; Gressick
& Langston, 2017). Notably, ESL learning denotes
that learners can participate and cooperate with
other peers in educational situations dominated by
purposeful

activities,

and

develop

good

communication skills and interactions with the
surrounding environment. Thus, they feel free to
express themselves within a socially acceptable
and enjoyableframework, with increasing creative
and innovative abilities (Redondo-Rodríguez et al.,
2022; Fitria, 2022; Deterding, et al, 2011; Al-Mwali,
2011).

Research Problem:

The whole world has become as a global village.
This indicates that people need a common
language, beside their mother tongue, to
communicate with each other all over the world.
Along with knowledge, communication and
information explosion, English has become this
common language. Therefore, learning English has
become essential (Rao, 2019).

Moreover, the significant development in using the
techniques and technological competencies and
their applications and knowledge manufacturing
mechanisms is well noticeable in recent years. In
this respect, digital transformation (DT) is one of
the key pillars of the Saudi Vision 2030 (Zhou &
Wei, 2018). Besides, KSA has the highest
digitalization in the educational sector (Alzubaid et
al., 2023).

The Saudi Ministry of Education (SME),
appreciating DT within the framework of the Saudi
Vision 2030, does its best to apply and benefit from
modern technologies in schools, thus transforming
schools into integrated digital environment which
is a requirement of the 21st century skills. As the
student is the source of real economy, the


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educational environment focuses on him. The aim

is to deliver knowledge and increase students’

academic achievements, along with developing the
teachers' scientific and educational capabilities
(Alzubaid et al., 2023; Alotaibi, 2021; Aldossary
2020).

Applying motivating strategies in ELT is an
important requirement, especially within e-
learning environments, together with the rapidly
and largely changed landscape of language
learning with the normalization of technologies in

people’s daily communication, and in accordance

to the recent global changes in educational
patterns, mainly during the COVID-19 pandemic

(Lăpădat & Lăpădat, 2024; Alyousif & Alsuhaibani,

2021).

Teachers with specific skills and various teaching
strategies play a significant role in motivating
learners to learn EFL. Therefore, English teachers
should adopt teaching methods and activities to
minimize the challenges faced during the
educational process and help learners improve
their performances (Ho et al., 2020). In this
respect, motivation is the most significant factor in
helping learners of EFL. Good motivation affects
the learners' willingness to practice using English
regularly. Moreover, inventiveness of EFL teachers
to plan and develop more creative and innovative
activities enhances learners' English skills
(Masadeh, 2022).

From this standpoint, there is a need to change
learning from passive to active knowledge
building. This is done via employing educational
electronic strategies, like games, that leads to
achieving remarkable success in e-learning
environments and hence the goals of Vision 2030
can be reached (Sailer et al., 2024). Gamification is
a useful strategy that enhances EFL learners'
motivation and fully engages them in the lesson.
Therefore, their full participation is guaranteed.
Games themselves can be effective techniques in

teaching any language not only the foreign one.
They are attractive and meanwhile attract the
attention of learners to use language in an
enjoyment and funny way (Masadeh, 2022). This
strategy aims to increase students' participation
by using some game techniques. These techniques
include leaderboards and feedback, along with
other techniques, which make students feel more
possessive and build a good relationship with the
new language. They also give teachers better tools
to guide and reward students and help them
develop self-confidence, thus achieving the desired
learning goals and outcomes (Sailer et al., 2024, Al-
Shammari, 2019; Hamari & Koivisto, 2014).

This is consistent with the results and
recommendations of previous studies concerned
with applying gamification strategy in teaching
EFL. Therefore, this study confirmed the necessity
of activating gamification in the educational
processes and using it within educational

environments to develop students’ knowledge at

all educational levels. The previous studies like Al-
Sabbagh (2023), Al-Ahmadi and Kansara (2023),
Alzubaidi et al. (2023), Masadeh (2022), Mayyas
(2022), Liu, et al. (2021), and Al-Shammari (2019)
emphasized this point. Thus, the researcher felt the
importance of investigating and identifying the
Obstacles faced by English language teachers
applying gamification strategy to teach English as
a foreign (EFL) language at the middle school
female students in Al-Taif, KSA, and how to manage
and/or overcome those obstacles.

Research Questions:

The main question of this research is:

What are the obstacles faced by English language
female teachers in Al-Taif to apply the gamification
strategy in teaching English at the middle schools?

Some sub-questions emerge:

a)

What are the obstacles faced by the female

teachers in middle schools at Al-Taif city when


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applying the gamification strategy in teaching EFL?

b)

What are the obstacles faced by the female

students in middle schools at Al-Taif city when
gamification strategy is applied to teach them EFL?

c)

What are the obstacles faced by the middle

school managers at Al-Taif city to apply
gamification strategy in teaching EFL?

d)

What are the curriculum-related obstacles

to apply the gamification strategy in teaching
EFL?

Research Objectives:

The current research aims to investigate the
obstacles faced by female teachers in applying the
gamification strategy in teaching EFL to middle
school female students at Al- Taif region in KSA,
through:

a)

Detecting and identifying the obstacles

faced by female teachers.

b)

Clarifying the obstacles faced by students.

c)

Revealing the obstacles associated with

schools managers.

d)

Identifying the obstacles associated with the

curriculum.

Significance of the research:

The importance of this research can be attributed
in part to the value of the sample members and
their influence on the educational processes, and
to the prominence of identifying the obstacles they
faced when applying the gamification strategy at
the middle schools in Al-Taif region.

This research reveals the most common obstacles
that affect the course of the educational process.
Besides, it suggests how to overcome those
obstacles. Thus, it contributes significantly to
achieving the educational goals and good learning
outcomes. In this way, it makes the implemented
plans successful.

The importance of the current research is also

evident in the following:

1-

The results that the research will reach may

be useful for reconsidering the techniques/
methods and tools used in learning EFL. In this
respect, making teaching environment more fun
and attractive can be achieved using the
gamification strategy.

2-

This research motivates English language

teachers to use the gamification strategy, allows
them to understand the mechanism/s to apply it,
and supports them in bridging the gap between
theory and reality.

3-

Assisting English language educators to

fulfill their responsibilities. This is done by offering
instructional

lessons

on

employing

the

gamification strategy.

4-

Gamification strategy creates more positive

learning environments for both the teachers and
the learners.

5-

Aiding

researchers

and

individuals

interested in the field of LEFL (mainly teachers) to
develop educational materials that utilize
gamification as a means to foster motivation for
English language learning.

6-

Guiding curriculum designers for English

language teaching towards the necessity of
incorporating engaging strategies, such as
gamification activities, to enhance students'
motivation for language learning.

7-

Providing a contemporary study on the

obstacles faced by teachers when applying the
gamification strategy in LEFL to middle school
female students.

Research Determinants:

-

Objective Determinants: Limited to the

degree of application of the gamification strategy
and the obstacles to its application.

-

Subjective/Human Scope: English language

female teachers for the middle stage in public


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education schools.

-

Timeframe: This research was applied in the

second semester of the academic year 1445 AH.

-

Spatial Determinants: The study is

conducted within middle schools for females in Al-
Taif, KSA.

Concepts and Procedural Terms of Research

Gamification:

Gamification is an innovative educational
approach that uses game elements and techniques
to achieve goals and solve problems in non-game
contexts like media, marketing, and education,
thus improving the user behavior (Al-Nadi, 2020).

The researcher defines gamification as "The
programs and activities applied by the teachers of
English language, through which the principles and
elements of games are used. Such elements include
rewards, achievements, points, appointments,
behavioral momenta, feedback, comfortable
productivity, etc... The games are used in various
educational situations through teaching processes
to encourage the non-native students and increase
their motivation to learn English as a foreign
language".

Obstacles:

Obstacles are the difficulties and complications
that prevent applying the gamification strategy to
teach English language at the middle school female
students in Al-Taif, KSA, and are identified through
the questionnaire conducted by the researcher and
applied to the English language female teachers of
the study sample.

Theoretical Framework and Review of the
Related Literature:

Theoretical Framework:

Meaning of Gamification:

The term "gamification" has emerged and spread
widely. It is an educational strategy that employs

game elements to help achieving a satisfied level of
engagement and effectiveness in the educational
environments. Educational studies have addressed
and developed this concept since 2015, as it has
been introduced as an educational strategy and
have focused on games elements which are viewed
as the most motivating tools of the gamification
strategy (Al-Ghamdi, 2020).

The concept of "gamification" has gained much
popularity in the educational field. However, the
literature indicates that gamification still lacks a
formal definition and strategic analyses through
scientific research to codify its design and employ
it effectively in teaching and learning processes. In
this respect, the term "gamification"; referring to
the use of game techniques and elements in a
framework other than the game framework, has
attracted the attention and interest of many people
who applied in many fields and different activities
to solve many problems related to the processes of
distance education and e-learning (Toda et al.,
2019; Kapp, 2012).

Elements/Components of Gamification:

A systematic review of gamification design
revealed different frameworks from various fields,
with many attempts to develop a structural
methodological framework; bridging the gap
between game designs and techniques, and
criticisms (Mora et, al, 2017)

The most frequently used in most educational
environments all over the world is the Mechanics-
Dynamics Aesthetics (MDA) framework. It divides
the game into three elements. These elements are:

Mechanics; that describe the specific components
of the game at the level of data, representations,
and algorithms. They represent the player actions
defined by system rules like points, levels and
quests. The mechanics clarify the nature of
interaction by determining the individual's
reactions to the use of the implemented. This seeks


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to satisfy human needs and desires, including the
desire for reward, self-expression, enthusiasm,
achievement, altruism, and competition, as it
includes these desires.

1-

Dynamics: This term describes the runtime

behavior of mechanisms acting on player input and
each other's outputs over time. The different
mechanisms

driving

interactions

include

interaction, behavior, practice and strategic
reactions to help the learner interact with the
game. Furthermore, these mechanisms include
levels, points, challenges, titles, virtual goods,
honor rolls and feedback mechanisms.

2-

Aesthetics: This term defines the affective

impact on users and describes what the player
needs to interact with the game system. Aesthetics
expresses the desired feelings in terms of spirit,
surprise, credibility, happiness, pride, satisfaction,
etc. Beyond the appearance of the game and the
visual element, it attracts the user's attention
through colors, diversity, originality, joy, and the
arts displaying the game stages. The same
framework can be used in reverse by designers to
target specific aesthetics and emotional responses,
as challenge, curiosity, self-expression, or
sensation (Abdelhamid et al., 2018; Korany &
Abosaif, 2016).

Types of Gamification:

Gamification can be categorized into two primary
forms:

1.

Structural Gamification involves the

integration of game elements into the educational
framework without modifying the underlying
subject matter. In this approach, gamification is
constructed around the existing learning content,
applying game mechanics to guide learners while
maintaining the integrity of the material. The focus
is primarily on motivating learners to advance
through the content by offering rewards and
incentives, rather than altering educational

objectives. Typical game mechanics employed in
this type include badges, points, and leaderboards.

2.

Content Gamification, on the other hand,

entails the modification of learning content to
incorporate game-like features. This method is
particularly effective when there is pre-existing,
useful content that could benefit from increased
interactivity

and

engagement.

Content

gamification employs game mechanics such as
challenges, storytelling, feedback loops, and
opportunities for failure to captivate learners.
Rewards are tailored to enhance engagement and
encourage continued participation in the learning
process, with the gamification elements often
embedded within the learning material itself,
including characters and narrative components
(Fuchs, 2023; Abadi et al., 2022).

Purposes of Gamification:

The objectives of gamification can be summarized
as follows:

3.

Cognitive objectives:

Gamification in education has a great role in
developing and improving mental and cognitive
abilities and skills, exploration and innovation.
Besides, it promotes social learning and
collaboration.

4.

Social objectives:

Gamification allows students to communicate with
peers (players), exchange roles between them,
learn the system, leadership, laws, rules and
decision-making, addresses some problems like
shyness, and qualifies the player for social
integration with others.

5.

Emotional or sentimental objectives:

Gamification enhances the learners' motivation
and sense of pride that accompanies them when
winning, sportsmanship, cooperation among
learners, self-expression, and character formation;
when they feel emotional intelligence and sensory


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awareness.

6.

Skill objectives:

Gamification enables the learner to master the
skills of speed, accuracy, planning and

organization, and problem solving.

7.

Physical objectives:

No doubt that gamification affects the human div;
in terms of stimulating and training the learner's
senses and muscles, and coordination of his
sensory, mental, nervous and muscular systems
(Abdelhamid et al., 2018).

Advantages of Applying Gamification in
Education:

Gamification has grown over time, with numerous
advantages for students at all educational levels.
The gamification strategy can be used with all
subjects and educational levels. In this respect,
gamification can be applied by itself with different
subjects without the need to find special material's
or components, like the educational games that
need a special game for each subject or educational
level. Besides, gamification provides immediate
and direct feedback. This strategy is easy to
manage by the teacher, alongside the possibility of
its use in or outside the classroom. Several studies
have confirmed the effectiveness of the
gamification in increasing engagement and
intrinsic motivation towards learning, and
retaining information. Gamification in education is
becoming a popular method to engage learners
(Pappas, 2014).

In the in-depth analytical study, especially the
internal (meta-) analysis conducted by Lister
(2015) on (19) studies related to gamification, the
researcher certified gami- fication to positively
affect motivation, performance, and academic
achievements, mostly among weak students.
Moreover, gamification makes the students felt as
if they master the course and energize them with a

desire to achieve, instead of just thinking about
getting grades, as they became more proactive and
initiative to complete the tasks (Lister, 2015).

In the same context, Al-Hadlaq (2019) defined the
merits of gamification as follows:

a.

Increaimg participation and interaction:

One of the most important advantages of
gamification is that it motivates and encourages
learners to participate in the activities or tasks
with which it was designed, so assist increasing
learners' interactions with the tasks to be
accomplished; by motivating them to achieve.

b.

Giving awards and incentives (points-

badges- levels):

Gamification awards and incentives are provided
to the learners when their evaluations are positive.
Gaining

awards

and

points

encourages

competition and increases interest.

The content is structured to build on previous
concepts; as learners advance through different
levels, maintaining their interest and momentum.
The level indicates the extent of the learner's
activity. A learner continues working hard until
reaching the highest level (mastery).

c.

Raise the spirit of competitiveness and

overcome challenges:

Learning processes include several skills, thus the
learner could master specific skills when
practicing a set of tasks.

d.

Fun and entertaining:

Through motivation via gamification strategy, the
learner not only tries to reach a specific goal or
solve a problem, but also enjoys what he practices,
and the challenges he faces till achieving the
desired goals.

Challenges of Applying Gamification in
Education:

The game design was suggested to be the biggest


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reasons for the failure of gamification in education;
so it must be designed according to standardized
standards, in addition to the gamification elements
appropriate to the learning topic. This must be
concerned to benefit the advantages of
gamification in education, and achieves the desired
goals. If the game elements are not aligned with the
learning objectives, they may not lead to
meaningful learning outcomes (Werbach &
Hunter, 2012).

From the previous literature, the researcher
concluded the following challenges and difficulties
those hinder or impede the application of
gamification in education:

1-

The absence of the concept of gamification

among those responsible for the educational
process and teachers in particular.

2-

Using gamification strategy not in an

organizational framework, which contributes to its
ineffectiveness.

3-

The inappropriateness of gamification

elements to learning objectives.

4-

Applying gamification in educational

content that cannot be employed.

5-

The high cost of designing and producing

gamification leads to poor designs of gamification,
due to the lack of appropriate financial
compensation.

6-

Problems that arise due to lack of time and

low investment.

7-

Obligating learners to gamify conflicts with

their freedom.

8-

Lack of a real benefit that helps to continue

participating in gamification.

9-

Improper application of gamification.

10- Weak

compatibility

of

learners'

characteristics with gamification elements (Fuchs,
2023; Abadi et al., 2022).

Disadvantages of Applying Gamification in
Education:

Despite the many advantages that have been

counted for the gamification strategy, it’s essential

to use it with caution. Every coin has two sides, and
gamification is not an exception. Some limitations
associated with implementing gamification in
education were indicated. Gamification depends
mainly on technology. Therefore, any school
lacking devices and Internet will face an obstacle to
implementing gamification. Moreover, not all
students have equal access to the educational
technology required for gamified learning,
potentially widening the gap between those with
and without digital resources. The Internet at
homes is curial to achieve the required game-
based assignments, but this may be unavailable in
some homes. Further, lack of internet in general
may lead to isolation. This is due to the inability to
connect. Some students may excel over others due
to their practice of these games, and this leads to a
decrease in the determination of others when
comparing them to others. It is also difficult to
apply games to all goals and skills, like written
articles, as games may not be suitable for the
content of the teacher's curriculum. Besides,
introducing gamification in education in an
inappropriate manner can inadvertently diminish
intrinsic motivation, by emphasizing external
rewards like badges and points too much. In this
respect, gamification makes the learners focusing
not on learning but on prizes, points, material
rewards, and badges. This limits the educational
goal to team members for obtaining the same
points despite their unequal performance within
the game (Ismail, 2022).

Review of the Related Literature:

Esra Ataman (2020) addressed the English
teachers' perceptions and views of technology-
assisted tools as integral parts of EFL education.
The variables investigated in the study included


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age, seniority, gender, and educational level. The
study specifically focused on whether the
participants rely on computer-aided materials or
not. The participants included 11 English teachers.
The convenience sampling model was used in
selecting the respondents. A semi-structured
interview was relied upon in collecting data. It
included six questions. Furthermore, the
descriptive method was used to analyze data.
Similar responses were categorized under 6
themes. Results implied that 55% of the
participants rely on educational technology,
believing that it attracts students' attention and
increases efficiency. Contrastingly, 45% relied on
both the computer and smart board, believing that
these tools improve speaking and listening skills.
Furthermore, 91% believed in technology-aided
education as the tool to motivate students.
Unfortunately, 55% of the participants faced
internet access problem, while 64% lacked the
basic skills to use technology.

In the same context, Sahar Al-Qahtani (2019)
identified the effectiveness of an interactive
educational environment, based on gamification,
in developing immediate and delayed achievement
among first-year secondary school students on the
English language subject and their attitudes
towards it. To achieve the study objectives, the 9o9
I'll experimental approach was used, as it was
applied to a randomly selected sample consisting
of (52) first-year secondary school students. The
stuxdy sample was divided into two groups; each
of (26) students. The first was the training group
and the second was the control group. An
achievement test was prepared, and a scale of
attitudes towards gamification environments was
developed. The results showed a statistically
significant difference in the students' achievement
in the English language course in favor of the
experimental group. Also, the result of the attitude
scale showed positive results towards the
gamification environment.

Additionally, Saovapa and Fasawang (2018)
addressed the gamification's role in increasing
students' performance and motivation to learn
English at Bangkok University in Thailand. The
quasi-experimental approach was used. The study
sample consisted of two groups: the control one;
including (39) students on whom the conventional
method was applied, and the experimental group
of (38) learners studying by applying the digital
game "Kahoot". The study tools were the Pre- and
post-tests. Questionnaires that aimed to know the
students' attitudes and motivation regarding the
use of gamification in language learning were also
used. Furthermore, the Independent t-tests and
One-way Analysis of Covariance were adopted in
data analysis. The results demystified the
existence of differences at 0.05 in learning
performance and motivation, between the two
groups in favor of the experimental one, in terms
of learning performance and motivation towards
learning.

Contrastingly, Ardoiz García (2017) studied
gamification as an educational concept, specifically
in the EFL Primary Education context. The motif
behind this was to come out with an intervention
proposal. Therefore, gamification was studied
along with innovation, motivation and tech-nology.
Pre- and post-tests were conducted. Moreover, the
participants included 25 students (both genders).
They were chosen intentionally. Based on the
existing theoretical contents, an intervention
proposal was designed. The proposal made
gamification a necessity to teach EFL to the 5th
grade pupils at Primary Education. The results
emphasized the fundamental role played by
gamification in the acquisition of various skills
related to social thinking and linguistics.

Methodology and Research Procedures:

METHODOLOGY

The descriptive analytical approach that depends
on studying the phenomena objectively was


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adopted.Moreover, the correlations were
analyzed, along with the causality between the
independent variable; the obstacles faced by
English language teachers, and the dependent
variable; applying the gamification strategy in
English Language Teaching to middle school
female students at Al-Taif city. The aim is to
demystify the relationship between the variables.

Research Procedures

Research Population:

The research population included all English
language female teachers in Al-Taif, KSA; (1000
reachers), according to statistics from the
Education Department in Al-Taif region.

Research Sample:

The participants included in the sample were
randomly selected via stratification so as to
express the study community with more accuracy.

It consisted of (278) English language female
teachers in Al-Taif region; KSA.

Research Tool/s:

The researcher prepared a questionnaire as a
study tool to obtain the needed data and
information from the participants, and reach the
required results of the research. The researcher
used the five-point Likert scale ultimately to
measure the answers to the scale items. This scale
can reveal the different dimensions of the
phenomenon under study, and it also helps to
convert the answers into quantitative data that can
be measured statistically. For each item, there are
five answers that determine the level of the
agreement of participants with it. The answers
were given numerical weights to represent the
degree of answering the item, as shown in the
following table (Table"1"):

Table (1): Weighted averages for the five-point Likert scales.

Result

Yes

often

sometimes

rarely

No

Weighted average

5

4

3

2

1

Stability of the Study Tool

The tool's stability was measured by the

Cronbach's

–α

- coefficient, as shown in the

following table (table"2"):

Table (2): Values of Cronbach's-

α

-Coefficient for the questionnaire of obstacles

faced by female English language teachers applying the gamification strategy

No. of Items

Mean

Variance

Standard Deviation (SD)

Cronbach's-

α

-Coefficient

20

1.575

0.028

0.169

0.701**

Table (2) embodies the Cronbach's-

α

-coefficient's

values for the questionnaire of obstacles facing


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English language teachers to apply gamification
strategy. It shows:

~0.700**, indicating is a high level of reliability.

Reliability and Validity of the Study Tool:

The researcher used Cronbach's Alpha (α)

coefficient to ensure each item's internal
consistency and the scale items as a whole. See
Table (3).

Table (3): Values of Cronbach's-

α

-Coefficient for each item of the questionnaire

of obstacles faced by female English language teachers applying the

gamification

strategy

Item

R1

R2

Item

R1

R2

1

0.860**

0.822**

11

0.881** 0.8932**

2

0.869**

0.866**

12

0.777** 0.787**

3

0.797**

0.761**

13

0.814** 0.819**

4

0.693**

0.688**

14

0.881** 0.892**

5

0.788**

0.728**

15

0.814** 0.818**

6

0.782**

0.690**

16

0.881** 0.892**

7

0.814**

0.818**

17

0.797** 0.761**

8

0.881**

0.892**

18

0.693** 0.688**

9

0.777**

0.786**

19

0.860** 0.822**

10

0.819**

0.840**

20

0.869** 0.866**

Table (3) demystifies that the coefficients linking
the items of obstacles faced by English language
female teachers to apply the gamification strategy,
the sub-dimension to which it belongs and the total
score of the questionnaire were significant at
(0.01). This evidently ensures the validity of the
scale's internal consistency.

Statistical Methods:

The collected data was encoded and computerized
using the SPSS. Then the appropriate statistical
methods were done using this program. These
statistics are listed below:

1-

Frequency: This statistical method was used

to highlight the participants' characteristics.

2-

Percentage (%): This method was applied to

identify the repetitions with regard to the
participants' characteristics.

3-

Mean: This method involves calculating the

average answers for each of the scale items into the
mean of each study dimension.

4-

Standard Deviation (SD): This statistical

method determines the extent to which the values
deviate from the center of their aggregation.

5-

The Multiple Regression Coefficients: This

method tests the validity of the impact of the IV on
the DV.


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RESULTS

The Demographic Data:

The results of the demographic data for the
research sample are shown in tables (4), (5), and
(6); as follows:

Table (4): Distribution of the research sample according to the academic

qualification variable

Type

Frequency

Percentage %

Bachelor’s

Degree

(BA)

176

64%

High Diploma

83

29.2%

Postgraduate Studies

19

6.8%

Total

278

100%

Table (4) showed the frequency and percentage of
the research participants according to their
academic qualifications. The number of the female

English teachers with a bachelor’s degree was

(176) which represents (64), those with high
diploma were (83) which represents (29.2%),
while those with postgraduate studies were (19)
with a percentage of 6.8%.

Table (5): Distribution of the research sample according to the years of

experience the variable

Type

Frequency

Percentage %

˂

(5) years

33

12%

5-10 years

85

30.5%

>10 years

160

57.5%

Total

278

100%

Table (5) implies that the participants from the
research sample varied in terms of the number of
years of practical experience. In this respect, (33)
teachers had less than (5) years of experience,

representing (12%), and (85) teachers had
experience from (5-10) years, representing
(30.5%), while the largest percentage was for
those with more than (10) years of experience;
(160) teachers, representing (57.5%).

Table (6): Distribution of the research sample according to the variable of

obtaining training courses

Type

Frequency

Percentage

%


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Obtain Training Courses

174

63%

Donot

Obtain

Training

Courses

104

37%

Total

278

100%

Table (6) showed the frequency and percentage of
participants in the research according to the
variable of obtaining training courses. The number
of those who obtained courses was (174) teachers,
at a rate of (63%), while those who did not obtain
courses were (104) reachers, at a rate of (37%).

Results Related to the Main Question of the
Research:

The main question was: What are the obstacles
faced by English language female teachers in Al-
Taif region to apply the gamification strategy in
teaching English at the middle schools? The means,
percentages, and deviations were calculated from
the items of the research tool and tabulated in
Table (7).

Table (7): The arithmetic means, percentages, and the standard deviations of

obstacles faced by English language female teachers to apply the

gamification strategy in teaching EFL at the middle schools in Al- Taif region,

KSA

No.

Dimension

Phrase

Arithmeti

c mean

Percentag

e

%

Standar

d
Deviatio
n

Practi

ce
Degre
e

1

First

Dimensio

n:

Obstacles

Associate

d with

the

Teachers

-Lack of ability and efficiency to

use English language to
communicate with students to
activate gamification strategy.

4.12

84.5

0.964

High

2

-Lack of training on how to use the

gamification strategy.

3.98

77.9

0.911

Medium

3

-The large number of teaching and

administrative burdens that limit the
application of gamification strategy.

4.22

96.4

0.923

Very

High

4

-Lack of professional teachers who are

skilled in applying gamification.

4.13

85.8

0.932

High

5

-Inability of teachers to issue

sufficient and appropriate information
to

4.20

76.6

10. 89

Very

High

students at each stage; to

facilitate their tasks

.

Overall average

4.11

High


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Table (7): The arithmetic means, percentages, and the standard deviations of

obstacles faced by English language female teachers to apply the

gamification strategy in teaching EFL at the middle schools in Al- Taif region,

KSA

No.

Dimension

Phrase

Arithmeti

c mean

Percentag

e

%

Standar

d
Deviatio
n

Practi

ce
Degre
e


11

Third

Dimension:

Obstacles

Associated

with the

school

managemen

t and

available

financial

-

Poor readiness of the classroom

environment and its components
when introducing the gamification
strategy.

4.13

77.2

0.900


High

12

Lack of financial allocations for

schools that will implement
gamification to support educational
process

.

3.99

50.6

0.956

Medium

13

-Lacking the classroom of equip-

ments with modern tools and
devices necessary for the
gamification strategy.

3.64

62.7

0.936

Medium

14

-High cost of designing and

producing gamification and lack of
suitable financial compensation that
make gamification strategy designed
poorly.

4.28

52.6

0.989

Very

High

6

Second

Dimension

:

Obstacles

Associate

d with the

Students.

-Lack of awareness of students

about the importance of learning
English language; using the
gamification y.

3.84

87.9

0.916

Medium

7

-The overcrowding of students in

the classroom, which limits the use
of the gamification strategy.

4.33

87.4

0.941

Very

High

8

-Low motivation of students to study

EFL and lack of participation
ineducational activities

.

4.25

5..8

0.919

Very

High

9

-Poor compatibility of characters of

female students with the elements of
the gamification strategy.

4.23

86.5

0.935

Very

High

10

-

Students’

focus on prizes, points,

material rewards and badges, not
on learning

3.87

87.9

0.916

Medium

Overall average

4.18

High


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15

resources.

-Lack of necessary support to

provide incentives and special
privileges for teachers who use
gamification strategy.

3.85

90.9

0.946


Medium

Overall average

3.97

Medium

16

Fourth

Dimensio

n:

Obstacles

Associated

with

the

Curriculu

m

-English language courses are

overcrowded with facts and
concepts that need to be taught
using traditional methods

.

4.24

96.4

0.911

Medium

17

- The packaging strategy is not

suitable for the scientific material.

3.92

83.98

0.921

Medium

18

- The lack of development of

programs or applications to support
the packaging strategy in English
language courses

.

4.16

89.9

0.916

Very

High

19

- The lack of inclusion of

strategic mechanisms, components
and principles in educational
situations and objectives

3.92

70.6

0.986

Very

High


20

- The curricula do not contain

different mechanisms to help
students in interaction, behavior,
practice and reactions to help them
interact with the game.

4.22

84.6

0.966

Very

High

Overall average

4.10

High

-The responses of the research sample participants
recorded a high overall average on the items of
applying the first dimension (obstacles related to
teachers). The overall average related to this
dimension was (4.11), denoting a high practice
level.

-The responses to the phrases of applying the first
dimension (obstacles related to female teachers)
ranged from (3.98-4.22), from the participants'
viewpoint, assuring a high degree of practice. This
explains the disparity in the responses to the
phrases of this dimension from their point of view.

-The statement No. (33) (large number of teaching
and administrative burdens limit the the
gamification's application) from the first
dimension (obstacles related to female teachers)

ranked first, with a mean of (4.22) and a deviation
of (0.923), while statement No. (32) (lack of
training for female English language teachers to
use gamification), from the same dimension,
ranked last, with a mean of (3.98) and a deviation
of (0.911).

-The responses of the research sample members
came with an overall average of (4.18) on the
paragraphs of the application of the second
dimension (obstacles related to female students),
revealing a very high degree of practice.

-The responses of the respondents to the phrases
of applying the second dimension (obstacles
related to the female students) varied. In this
respect, the mean values of these responses ranged
from (3.84-4.25), from the point of view of the


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respondents to the dimension (English language
female teachers), indicating a very high degree of
practice. This explains the disparity in the
responses to the phrases of this dimension from
their point of view.

-The statement No. (38) (low motivation of female
students to study, and their lack of participation in
educational activities), from the second dimension
(obstacles related to female students) ranked first,
with a mean equals (4.25) and a deviation of
(0.919). Contrastingly, the statement No. (36)
(weak awareness of female students of the
importance

of

learning

English

using

gamification), from the same dimension, ranked
last, with a mean of (3.84) and a deviation of
(0.916).

-The responses to the items of the third dimension
(obstacles related to school management and
available financial capabilities) came with an
overall average of (3.97), indicating a medium
degree of practice.

-The responses of the participants to the items of
the third dimension (obstacles related to school
management and available financial capabilities)
varied. In this respect, their response averages
ranged from (3.64 to 4.28) from the teachers'
viewpoint, thus clarifying the disparity in the
responses to the items of this dimension.

-

The statement No. (44) (the high cost of

designing and producing gamification, which
makes the designer design gamification poorly,
due to the lack of appropriate financial
compensation) from the dimension (obstacles
related to school management and available
financial capabilities) ranked first, with a mean of
(4.28) and a deviation of (0.989), while the
statement No. (43) (the lack of classroom
equipment with modern tools and devices
necessary for the packaging strategy), from the
same dimension, ranked last, with a mean of (3.64)
and a deviation of (0.936).

-The responses of the respondents on the items of
the fourth dimension (obstacles related to the
curriculum) came with an overall average of
(4.10). This value of the overall average indicated
a high degree of practice.

-

The responses to the phrases of the fourth

dimension (obstacles related to the curriculum)
varied. Here, the mean values of these responses
ranged from (3.92-4.24), from the point of view of
the respondents, indicating a high degree of
practice. This explains the disparity in the
responses to the phrases of this dimension, from
their point of view.

-

Finally, the statement No. (46) (English

language courses are overcrowded with facts and
concepts that need to be taught using traditional
methods), from the fourth dimension (obstacles
related to the curriculum) also ranked first, with a
mean of (4.24), and a deviation of (0.911), while
the statement No. (49), (Lack of inclusion of
strategic mechanisms, components, and principles
in educational situations and objectives) from the
fourth dimension, ranked last, with a mean (3.92),
and a deviation of (0.921).

DISCUSSION

Interpretation and Discussion of Results:

It is concluded that the obstacles associated with
teachers in applying the gamification strategy are
the plenty of teaching and administrative burdens,
and the inability of teachers to provide students
with sufficient and appropriate information, at
each stage, to facilitate their tasks.

Besides, the obstacles associated with female
students, at the middle schools in Al- Taif region, to
apply the gamification strategy in teaching EFL
included: the large number (overcrowding) of
students in the classrooms that limits the use of
this strategy, the low motivation of female students
to study EFL, their lack of participation in
educational activities, and the weak compatibility


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of the characteristics of female students with the
elements of the gamification strategy. Presenting
gamification strategy in an inappropriate manner
may be the reason that makes the learners focusing
on prizes, points, material rewards and badges, not
on learning, thus limiting the educational goals. It
is crucial to understand that games are more than
just points and badges. In that team the players
gain the same points despite the unequal
performance in the game.

Furthermore, among the challenges related to
school management and available equipment
capabilities are the weak readiness of the
classroom environment and its components, the
lack of appropriate financial compensation, when
introducing the gamification strategy, and the high
cost needed to design and produce gamification,
which leads the designers to gamify poorly.

Another obstacle related to the curriculum is the
lack of development of programs and applications
to support the gamification strategy in English
language courses. This also includes lack of
inclusion of strategic mechanisms, components
and principles in educational situations and
objectives, and the lack of curricula containing
different mechanisms to help students in
interaction, behavior, practice and reactions to
help the learner interact with the game.

Recommendations:

1-

There is an urgent need to pay attention to

gamification in education, as a modern teaching
technique that has proven its effectiveness.

2-

The Ministry of Education should adopt the

principles of gamification in education, and
provide appropriate programs and tools for that.

3-

Paying attention to supporting the

infrastructure for gamification in schools. This can
be done by providing appropriate devices and
tools.

4-

The necessity of spreading the culture of

gamification and its effectiveness in education
among educators and officials in educational
institutions.

5-

The curriculum designers should include

adequate language games within the curriculum.

Suggested Research:

1-

The researcher hopes to conduct future

studies addressing students from other stages,
universities, as well as students institutes and
training centers, in both public and private sectors,
as this study targeted students of public middle
schools. Also, these studies could be conducted in
other geographical areas; urban and rural areas, or
in other geographical areas other than KSA, for
example, other Arab countries.

2-

The researcher urges future researches to

take into account designing gamification for
several academic subjects; including Science,
Mathematics, Arabic language,

…etc, in several different fields and prepare it for

empirical testing.

3-

It is also possible that future studies can be

expanded by adding moderator/s to this study,
maintaining the main variables, like gender, age of
students, the educational level of students, area of
residence...etc.

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