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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Diferential efects of game-based learning platforms on ESL university students: a comparative analysis of Kahoot, Jeopardy, and Bamboozle through the lens of Self-Determination Theory</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Emel Küçükali</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dokuz Eylül University</institution>
          ,
          <addr-line>144, Kültür Mah. Cumhuriyet Bulv, İzmir, 35210</addr-line>
          ,
          <country country="TR">Türkiye</country>
        </aff>
      </contrib-group>
      <fpage>188</fpage>
      <lpage>199</lpage>
      <abstract>
        <p>Game-based learning platforms have emerged as transformative tools in English as a Second Language (ESL) education, yet comparative analyses of their diferential efects remain scarce. This mixed-methods study investigates Turkish university students' ( = 45) attitudes toward three prominent platforms - Kahoot, Jeopardy, and Bamboozle - through the theoretical framework of Self-Determination Theory (SDT). Employing a convergent parallel design, we collected quantitative data via validated questionnaires measuring motivation, engagement, vocabulary/grammar reinforcement, and stress reduction, complemented by qualitative insights from semi-structured interviews. Kruskal-Wallis H tests revealed nuanced platform-specific efects: Kahoot excelled in fostering intrinsic motivation (91% agreement) and participation (87%), Jeopardy provided structured content review with moderate engagement (82% motivation), while Bamboozle uniquely addressed emotional well-being (84% stress relief). Mann-Whitney U tests indicated no significant gender or proficiency-based diferences, suggesting universal applicability across diverse learner profiles. Structural equation modeling revealed that platform choice mediated the relationship between autonomy support and learning outcomes ( = 0.42,  &lt; .001). These findings extend SDT by demonstrating how diferent gamification mechanics satisfy distinct psychological needs, with implications for adaptive learning design. The study contributes to the growing body of Computer-Assisted Language Learning (CALL) literature by providing empirical evidence for strategic platform selection based on pedagogical objectives and learner needs.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;game-based learning</kwd>
        <kwd>ESL education</kwd>
        <kwd>Self-Determination Theory</kwd>
        <kwd>Kahoot</kwd>
        <kwd>comparative analysis</kwd>
        <kwd>motivation</kwd>
        <kwd>digital pedagogy</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The integration of digital game-based learning (DGBL) platforms in language education represents
a paradigm shift from traditional pedagogical approaches to technology-enhanced, learner-centered
environments [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. As educational institutions globally embrace digital transformation, understanding
the diferential efects of various gamification platforms becomes crucial for optimizing language
learning outcomes [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. While substantial research has examined individual platforms, particularly
Kahoot [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ], comparative analyses that illuminate platform-specific afordances remain notably absent
from the literature.
      </p>
      <p>
        The Turkish higher education context presents a unique setting for investigating DGBL efectiveness,
characterized by rapid technological adoption alongside traditional pedagogical values [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Turkish
ESL learners face distinct challenges, including limited authentic language exposure and motivation
maintenance in formal educational settings. This study addresses these challenges by examining how
diferent game mechanics align with learner needs and psychological states.
      </p>
      <p>
        Self-Determination Theory [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] provides a robust theoretical framework for understanding motivation
in gamified learning environments. SDT posits that intrinsic motivation flourishes when three basic
psychological needs are satisfied: autonomy (the need for volition and self-direction), competence (the
need for efectiveness and mastery), and relatedness (the need for connection and belonging). Diferent
gamification platforms may diferentially support these needs through their unique design features and
interaction patterns [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Theoretical framework and literature review</title>
      <sec id="sec-2-1">
        <title>2.1. Self-Determination Theory in digital language learning</title>
        <p>
          Self-Determination Theory ofers a multidimensional perspective on motivation that transcends the
traditional intrinsic-extrinsic dichotomy [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. In digital learning environments, SDT’s relevance intensifies
as technology mediates the satisfaction of psychological needs in novel ways [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Recent meta-analyses
demonstrate that gamification elements can enhance autonomous motivation when aligned with SDT
principles [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
        </p>
        <p>
          The autonomy dimension manifests in gamified platforms through choice architecture and
personalization features. Heilman et al. [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] found that allowing learners to select topics based on personal
interest significantly enhanced vocabulary acquisition, suggesting that even minimal autonomy support
can trigger motivational benefits. Competence needs are addressed through progressive dificulty,
immediate feedback, and achievement systems that scafold learning [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Relatedness emerges through
collaborative features, leaderboards, and social comparison mechanisms, though these can produce
diferential efects based on individual diferences [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
        </p>
        <p>
          Critically, SDT suggests that external regulations (such as points and badges) can be internalized along
a continuum, potentially supporting or undermining intrinsic motivation depending on implementation
[
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. This theoretical nuance is particularly relevant for understanding how diferent platforms’ reward
structures influence sustained engagement.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Comparative analysis of game-based learning platforms</title>
        <p>
          Kahoot’s dominance in educational gamification research reflects its widespread adoption and distinctive
features [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. The platform’s synchronous, competitive format creates what Licorish et al. [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] term
“energized engagement” – a heightened state of attention and participation driven by time pressure
and social comparison. Meta-analytic evidence suggests moderate to large efect sizes for Kahoot on
learning outcomes ( = 0.77), with particularly strong efects on motivation (  = 0.96) and retention
( = 1.49) [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
        </p>
        <p>
          However, the competitive element produces paradoxical efects. While competition enhances
engagement for some learners, it can induce anxiety and surface-level processing in others [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. Alawadhi and
Abu-Ayyash [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] found that Emirati students appreciated Kahoot’s motivational impact but reported
stress from the speed-based scoring system. This tension highlights the importance of considering
individual diferences in competitive orientation when implementing Kahoot.
        </p>
        <p>
          Recent innovations in Kahoot’s design, including team modes and formative assessment features,
address some limitations while maintaining core engagement mechanics [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. The platform’s efectiveness
appears contingent on pedagogical integration rather than mere technological adoption [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
        </p>
        <p>
          Digital adaptations of Jeopardy leverage familiar game show mechanics to create engaging review
sessions [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. Unlike Kahoot’s rapid-fire format, Jeopardy emphasizes strategic thinking through point
wagering and category selection. This design afords deeper cognitive processing but may reduce the
immediate excitement associated with time-pressured responses.
        </p>
        <p>
          Limited empirical research on educational Jeopardy implementations represents a significant gap.
Available studies suggest moderate efectiveness for content review and collaborative learning [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ],
but comparative analyses with other platforms remain scarce. The platform’s potential for fostering
metacognitive skills through strategic decision-making warrants further investigation.
        </p>
        <p>
          Bamboozle’s emergence as an educational platform reflects evolving preferences for customizable,
collaborative gaming experiences [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. The platform’s team-based structure and varied game modes
ofer flexibility absent in more rigid platforms. Preliminary evidence suggests Bamboozle efectively
reduces anxiety while maintaining engagement, potentially serving learners who find competitive
formats overwhelming.
        </p>
        <p>The platform’s relative novelty in academic literature limits comprehensive evaluation. Initial
studies indicate promise for vocabulary acquisition and collaborative skill development, but systematic
comparisons with established platforms are needed to validate these observations.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Motivational dynamics in ESL contexts</title>
        <p>
          Language learning motivation exhibits unique characteristics that distinguish it from general academic
motivation [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. The L2 Motivational Self System, comprising the Ideal L2 self, Ought-to L2 self, and L2
Learning Experience, provides a framework for understanding how gamification influences
languagespecific motivational processes [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
        </p>
        <p>
          Recent research demonstrates complex relationships between teacher support, peer support, and L2
engagement, with gamification potentially mediating these relationships [
          <xref ref-type="bibr" rid="ref23 ref24">23, 24</xref>
          ]. The social dimension
of language learning makes collaborative and competitive game elements particularly salient. Kim and
Kim [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] found that online community engagement through gamified platforms significantly influenced
ESP students’ motivational orientations, with diferential efects based on proficiency levels.
        </p>
        <p>
          Cultural factors also shape motivational responses to gamification. Asian educational contexts,
characterized by collectivist values and examination pressure, may produce distinct patterns of engagement
with competitive versus collaborative game mechanics [
          <xref ref-type="bibr" rid="ref26 ref27">26, 27</xref>
          ]. Understanding these cultural nuances
is essential for interpreting findings from specific national contexts.
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Research gaps and study objectives</title>
        <p>
          Despite extensive research on individual platforms, several critical gaps persist:
1. Comparative empirical studies: Direct comparisons of multiple platforms within identical
pedagogical contexts remain rare [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ].
2. Theoretical integration: Few studies explicitly connect platform features to established motivational
theories [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ].
3. Individual diferences : The moderating role of learner characteristics on platform efectiveness
requires systematic investigation [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ].
4. Emotional dimensions: Beyond motivation and achievement, platforms’ efects on stress, anxiety,
and well-being deserve attention [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ].
        </p>
        <p>This study addresses these gaps through a theoretically grounded, comparative analysis of three
platforms, examining both cognitive and afective outcomes while considering individual diference
variables.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Research questions</title>
      <p>Building on identified gaps and theoretical foundations, this study addresses:
RQ1: What are ESL university students’ diferential attitudes toward Kahoot, Jeopardy, and Bamboozle
in language learning contexts?
RQ2: How do the three platforms difer in their efects on motivation, vocabulary/grammar
reinforcement, stress relief, and participation, as understood through Self-Determination Theory?
RQ3: To what extent do gender and language proficiency moderate platform preferences and perceived
efectiveness?
RQ4: What platform-specific features emerge as critical for satisfying learners’ psychological needs for
autonomy, competence, and relatedness?</p>
    </sec>
    <sec id="sec-4">
      <title>4. Methodology</title>
      <sec id="sec-4-1">
        <title>4.1. Research design</title>
        <p>
          This study employed a convergent parallel mixed-methods design [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ], integrating quantitative and
qualitative data to provide comprehensive insights into platform efects. The design’s strength lies in
triangulation, allowing validation of quantitative patterns through qualitative exploration of underlying
mechanisms. Data collection occurred simultaneously, with integration during the interpretation phase.
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Participants and context</title>
        <p>Participants comprised 45 students (19 males, 26 females) enrolled in a mandatory English preparatory
program at two Turkish state universities during the 2024–2025 academic year. Ages ranged from 18 to
22 years ( = 19.4,  = 1.2). The sample represented diverse academic disciplines: Engineering
(40%), Social Sciences (33%), and Health Sciences (27%). Language proficiency levels, assessed via
institutional placement tests aligned with the Common European Framework of Reference (CEFR),
included A2 (31%), B1 (42%), and B2 (27%) levels.</p>
        <p>
          Convenience sampling was employed due to institutional access constraints [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. While limiting
generalizability, this approach facilitated in-depth investigation within authentic educational settings.
Post-hoc power analysis indicated adequate power (0.82) for detecting medium efect sizes with the
obtained sample.
        </p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Intervention design</title>
        <p>The intervention spanned eight weeks, with each platform implemented for concentrated two-week
periods followed by a comparison week. This rotation design minimized order efects while allowing
suficient exposure for attitude formation. Each platform session lasted 20 minutes, integrated into
regular 90-minute classes twice weekly.</p>
        <p>Platform implementation followed standardized protocols:
• Kahoot: Quiz games covering weekly vocabulary and grammar topics, utilizing both individual
and team modes.
• Jeopardy: Review sessions with categories spanning dificulty levels, implemented via
Jeopardy</p>
        <p>Labs.
• Bamboozle: Varied game modes including matching, multiple choice, and open-ended questions,
emphasizing collaboration.</p>
        <p>Content alignment across platforms ensured comparability, with identical learning objectives targeted
through platform-specific mechanics.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Data collection instruments</title>
        <sec id="sec-4-4-1">
          <title>4.4.1. Quantitative measures</title>
          <p>
            The primary instrument adapted validated scales from Wei and Moyer [
            <xref ref-type="bibr" rid="ref33">33</xref>
            ] and Licorish et al. [
            <xref ref-type="bibr" rid="ref4">4</xref>
            ],
comprising 40 Likert-scale items (1 = strongly disagree, 5 = strongly agree) measuring four dimensions
per platform:
1. Motivational impact (10 items,  = 0.89): “Using [Platform] increases my desire to learn
          </p>
          <p>English”.
2. Learning efectiveness (10 items,  = 0.87): “[Platform] helps me remember vocabulary better”.
3. Engagement quality (10 items,  = 0.91): “I feel fully absorbed when using [Platform]”.
4. Emotional response (10 items,  = 0.85): “[Platform] reduces my anxiety about making
mistakes”.</p>
          <p>Confirmatory factor analysis supported the four-factor structure (  2/ = 2.14, CFI = 0.93,
RMSEA = 0.06), indicating acceptable model fit.</p>
        </sec>
        <sec id="sec-4-4-2">
          <title>4.4.2. Qualitative measures</title>
          <p>Semi-structured interviews with 12 purposefully selected participants (representing high, medium, and
low engagement levels) explored experiences in depth. The interview protocol, developed through
expert consultation and pilot testing, addressed:
• Platform-specific experiences and preferences.
• Perceived learning benefits and challenges.
• Emotional responses and stress levels.</p>
          <p>• Suggestions for improvement.</p>
          <p>Interviews lasted 30–45 minutes, were conducted in participants’ preferred language (Turkish or
English), and were audio-recorded with consent.</p>
        </sec>
      </sec>
      <sec id="sec-4-5">
        <title>4.5. Data analysis procedures</title>
        <sec id="sec-4-5-1">
          <title>4.5.1. Quantitative analysis</title>
          <p>Statistical analyses employed SPSS 28.0 and AMOS 26.0, following a hierarchical approach:
1. Descriptive statistics characterized response distributions and identified outliers.
2. Reliability analysis confirmed scale internal consistency.
3. Normality testing (Shapiro-Wilk) indicated non-normal distributions, justifying non-parametric
approaches.
4. Kruskal-Wallis H tests examined platform diferences across dimensions.
5. Mann-Whitney U tests explored gender efects.
6. Efect sizes (Cohen’s  and ) quantified practical significance.</p>
          <p>7. Structural equation modeling tested mediational pathways between SDT constructs and outcomes.</p>
        </sec>
        <sec id="sec-4-5-2">
          <title>4.5.2. Qualitative analysis</title>
          <p>
            Interview transcripts underwent thematic analysis following Cohen et al. [
            <xref ref-type="bibr" rid="ref32">32</xref>
            ] framework:
1. Familiarization through repeated reading.
2. Initial coding using both inductive and deductive approaches.
3. Theme development through code clustering.
4. Theme refinement via constant comparison.
5. Final theme definition and exemplar selection.
          </p>
          <p>Two independent coders achieved substantial inter-rater reliability (Cohen’s  = 0.83), with
discrepancies resolved through discussion.</p>
        </sec>
      </sec>
      <sec id="sec-4-6">
        <title>4.6. Ethical considerations</title>
        <p>The study received institutional ethics approval. Participants provided informed consent, with
assurances of confidentiality and voluntary participation. Platform exposure formed part of regular
curriculum, minimizing ethical concerns about diferential treatment.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Results</title>
      <sec id="sec-5-1">
        <title>5.1. RQ1: Diferential student attitudes across platforms</title>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. RQ2: Platform efects through SDT lens</title>
        <p>Structural equation modeling revealed diferential autonomy support across platforms (figure 1).
Kahoot’s limited choice architecture ( = 0.28,  &lt; .05) contrasted with Bamboozle’s flexibility (  = 0.51,
 &lt; .001).</p>
        <p>All platforms supported competence through feedback mechanisms, though with varying
efectiveness. Kahoot’s immediate feedback strongly predicted perceived competence ( = 0.61,  &lt; .001),
while Jeopardy’s strategic elements appealed to higher-proficiency learners.</p>
        <p>Social dynamics varied markedly across platforms. Kahoot’s competitive element produced mixed
efects on relatedness, while Bamboozle’s collaborative structure consistently fostered connection.</p>
        <p>Autonomy</p>
        <p>Competence
.28*
Kahoot
.61***</p>
        <p>.35*
.34**
.39**
.31*
.29**</p>
        <p>Relatedness</p>
        <p>.58***</p>
        <p>Bamboozle
.51*.*4*8.*4*2**</p>
        <p>Je.o5p2*a*r*dy
Motivation</p>
      </sec>
      <sec id="sec-5-3">
        <title>5.3. RQ3: Moderating efects of individual diferences</title>
        <p>Mann-Whitney U tests revealed no significant gender diferences in overall platform preferences (table 3).
However, qualitative analysis suggested subtle variations in engagement patterns.</p>
        <p>Kruskal-Wallis tests indicated no significant proficiency-based diferences (
However, thematic analysis revealed proficiency-specific preferences.
(2) = 2.59,  = .274).</p>
      </sec>
      <sec id="sec-5-4">
        <title>5.4. RQ4: Critical features for psychological need satisfaction</title>
        <p>Thematic analysis identified platform-specific features crucial for SDT components:
• Features supporting autonomy
– Bamboozle: Question type selection, self-pacing, team role choice.
– Jeopardy: Category selection, strategic wagering, dificulty choice.
– Kahoot: Limited to nickname selection and occasional team formation.
• Features supporting competence
– Kahoot: Immediate feedback, progress visualization, achievement streaks.
– Jeopardy: Progressive dificulty, strategic success, knowledge demonstration.
– Bamboozle: Collaborative problem-solving, peer learning, mistake tolerance.
• Features supporting relatedness
– Bamboozle: Team collaboration, shared success, peer support.
– Kahoot: Shared excitement, class-wide participation, social recognition.
– Jeopardy: Team consultation, collective strategy, knowledge sharing.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Discussion</title>
      <sec id="sec-6-1">
        <title>6.1. Theoretical implications</title>
        <p>
          Our findings extend Self-Determination Theory by demonstrating how specific gamification mechanics
diferentially support psychological needs. The structural equation model reveals that competence
support most strongly predicts motivation ( = 0.52), aligning with Maimaiti and Hew [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]’s assertion
that mastery experiences drive sustained engagement in digital learning environments. However, our
results suggest a more nuanced relationship: competence without autonomy produces fragile motivation
vulnerable to performance pressure.
        </p>
        <p>
          The paradox of Kahoot’s popularity despite limited autonomy support challenges simplistic SDT
applications. Following Rojabi et al. [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ], we propose that intense, short-duration engagement can
temporarily override autonomy needs through what might be termed “flow-induced motivation” –
a state where immediate absorption supersedes reflective autonomy concerns. This phenomenon
warrants theoretical elaboration, potentially expanding SDT to accommodate temporal dynamics in
digital environments.
        </p>
        <p>
          Bamboozle’s superior emotional support despite modest learning efectiveness scores suggests that
afective dimensions may mediate cognitive outcomes more substantially than current models
acknowledge. This finding resonates with Wang and Liu [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]’s work on buoyancy as a mediator between
motivation and engagement, implying that emotional scafolding creates conditions for subsequent
learning even when immediate knowledge gains appear limited.
        </p>
      </sec>
      <sec id="sec-6-2">
        <title>6.2. Practical implications for ESL pedagogy</title>
        <p>
          Our results ofer evidence-based guidance for strategic platform selection aligned with pedagogical
objectives (table 4).
Based on our findings and recent literature [
          <xref ref-type="bibr" rid="ref34 ref35">34, 35</xref>
          ], we propose a cyclical implementation model:
1. Introduction phase: Use Bamboozle to reduce anxiety and build collaborative norms.
2. Practice phase: Employ Kahoot for energized practice and immediate feedback.
3. Consolidation phase: Apply Jeopardy for strategic review and self-assessment.
4. Integration phase: Combine platforms based on daily objectives and learner states.
        </p>
        <p>This progression respects the developmental nature of language learning while maintaining
engagement through variety.</p>
      </sec>
      <sec id="sec-6-3">
        <title>6.3. Addressing the challenges</title>
        <p>
          Our study identified several implementation challenges requiring systematic attention:
1. Technical infrastructure: Consistent internet connectivity and device access remain
prerequisites. Institutions should conduct technical audits before implementation and maintain ofline
alternatives [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ].
2. Teacher professional development: Efective gamification requires more than technical competence.
        </p>
        <p>Teachers need training in:
• Recognizing signs of competitive stress.
• Balancing game elements with learning objectives.
• Adapting platforms to diverse learner needs.</p>
        <p>
          • Integrating games within broader pedagogical frameworks.
3. Assessment validity: While platforms ofer engagement benefits, their assessment validity requires
scrutiny. Joyce [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ] demonstrated that online formative assessments can predict summative
performance, but careful item construction and alignment remain essential.
        </p>
      </sec>
      <sec id="sec-6-4">
        <title>6.4. Cultural and contextual considerations</title>
        <p>
          The Turkish educational context influenced our findings in ways that merit explicit discussion. The
collectivist cultural orientation may explain Bamboozle’s strong emotional support ratings, as
collaborative success aligns with cultural values. Similarly, the competitive element in Kahoot might produce
diferent efects in more individualistic cultures [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ].
        </p>
        <p>The preparatory program context, with its high-stakes implications for university admission, creates
unique motivational dynamics. Students’ receptiveness to gamification might partially reflect desires
for stress relief from traditional assessment pressures. Replication in diverse cultural and institutional
contexts would strengthen generalizability claims.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>7. Limitations and future directions</title>
      <p>
        Several limitations constrain our findings’ interpretability:
1. Sample size and duration: While adequate for detecting medium efects, our sample size limited
sophisticated moderator analyses. The eight-week duration captured immediate responses but
not long-term sustainability. Future research should employ larger samples over extended periods
to examine novelty efects and sustained engagement patterns.
2. Platform implementation variability: Despite standardization eforts, platforms’ inherent
diferences prevented complete equivalence. Kahoot’s distinctive audiovisual elements, Jeopardy’s
familiar format, and Bamboozle’s flexibility introduce confounds beyond controlled variables.
3. Self-report limitations: Reliance on self-reported attitudes and motivation may not fully
capture actual learning behaviors. Future studies should incorporate objective measures such as
eye-tracking, engagement analytics, and longitudinal achievement data [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ].
4. Limited scope of individual diferences : While we examined gender and proficiency, other
potentially relevant variables (e.g., technology self-eficacy, gaming experience, learning styles)
were not assessed. Kawaguchi and Watkins [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ] demonstrated that prior gaming experience
significantly influences educational game reception, suggesting important unmeasured variance.
Future research directions emerging from our findings include:
1. Comparative neurophysiological studies examining platforms’ diferential efects on attention,
arousal, and cognitive load using EEG or fNIRS methodologies.
2. Longitudinal investigations tracking motivation trajectories across extended platform exposure,
identifying critical periods for novelty decay and intervention.
3. Cross-cultural replications examining how cultural values moderate platform preferences and
efectiveness.
4. Adaptive gamification research exploring AI-driven platform selection based on real-time learner
states and objectives.
5. Mixed-reality extensions investigating how AR/VR integration might enhance platforms’
afordances for language learning [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ].
      </p>
    </sec>
    <sec id="sec-8">
      <title>8. Conclusion</title>
      <p>This comparative analysis illuminates the complex landscape of game-based learning in ESL education,
revealing that platform efectiveness cannot be reduced to simple superiority claims. Instead, our
ifndings support a contingency perspective: optimal platform selection depends on specific pedagogical
objectives, learner characteristics, and contextual factors.</p>
      <p>Through the lens of Self-Determination Theory, we demonstrated that Kahoot, Jeopardy, and
Bamboozle diferentially support autonomy, competence, and relatedness, creating distinct motivational
profiles. Kahoot’s strength in generating immediate engagement and competence feedback makes it
ideal for energizing practice sessions, though educators must monitor potential anxiety efects.
Jeopardy’s strategic elements serve advanced learners seeking cognitive challenge but may overwhelm
beginners. Bamboozle’s collaborative flexibility and emotional support address afective barriers to
learning, though potentially at the cost of immediate achievement gains.</p>
      <p>The absence of significant gender and proficiency efects suggests these platforms’ broad applicability,
though qualitative insights reveal subtle preferences warranting pedagogical attention. The finding that
competence support most strongly predicts motivation underscores the importance of careful dificulty
calibration and feedback design in gamified learning.</p>
      <p>Our study contributes to the growing CALL literature by providing empirical evidence for strategic
gamification grounded in motivational theory. As educational technology continues evolving, our
framework ofers a foundation for evaluating emerging platforms through the lens of psychological
need satisfaction rather than surface features alone.</p>
      <p>
        The implications extend beyond immediate platform selection to broader questions about technology’s
role in language education. As Henry [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] argues, motivation in digital environments emerges through
complex interactions between learner agency, technological afordances, and pedagogical mediation.
Our findings support this interactionist perspective while highlighting the need for adaptive,
learnercentered approaches to educational gamification.
      </p>
      <p>Moving forward, the field requires more sophisticated theoretical models that account for the temporal,
cultural, and individual dynamics of gamified learning. The integration of learning analytics, artificial
intelligence, and adaptive systems promises personalized gamification experiences that dynamically
respond to learner states. However, as our study demonstrates, technological sophistication must be
balanced with attention to fundamental psychological needs and pedagogical principles.</p>
      <p>In conclusion, efective game-based language learning emerges not from platform features alone but
from thoughtful integration that aligns technological afordances with learner needs and educational
objectives. As educators navigate an expanding array of digital tools, our findings ofer empirically
grounded guidance for creating engaging, supportive, and efective language learning environments
that honor both the playful potential and serious purpose of educational gamification.</p>
    </sec>
    <sec id="sec-9">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the author used ChatGPT to sentence polishing. After using
this tool, the author reviewed and edited the content as needed and took full responsibility for the
publication’s content.</p>
    </sec>
  </body>
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