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Educational technology is being used in classrooms. Gamification engages pupils and generates learning flows. However, students' competency levels may alter their use of gamification in English language learning, affecting targeting skills. This study studied the association between learners' English language proficiency and gamification, controlling for demographics. A famous online English learning platform with a large sample group of students provided data for statistical analysis. Beginner English learners were more likely to compete for badges and leader board points. English competence boosts their interest in competitive activities. After reaching intermediate competency, their gamification engagement will not rise. From intermediate to advanced level, values remain unchanged. Advanced students stayed on the leader board longer despite participating less for points and badges.