Evidence map›Paper›PMID 42052068›Full record

ArticleFrontiers in psychology2026

Effects of gamification on the engagement and translation proficiency of the Chinese EFL learners: a case of Quizizz.

Juan Zhang

Abstract read
In one paragraph

Article in Frontiers in psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

1 author.

Juan ZhangSchool of Foreign Languages, Guangdong University of Technology, Guangzhou, China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Gamified learning and teaching have gained their grounds in education across various levels and disciplinary fields. Research has demonstrated its effectiveness in enhancing learning outcomes and facilitating education. However, in the field of language learning, particularly translation education and training, gamification has not been used as widely as in other disciplinary areas. The present study addresses this issue and experiments by using one of the popular gamification systems named Quizizz in the translation classroom to improve both the engagement and outcome of students' translation proficiency. A quasi-experiment method was used and the effectiveness of using Quizizz was examined by comparing the engagement and achievement in the translation classroom between an experiment group using Quizizz, and a control group receiving traditional, non-gamified instruction. The results of the analysis showed a positive influence of using Quizizz in improving the translation proficiency of the learners, whereas no significant difference was found in terms of engagement between the Quizizz group and the traditional non-gamified group. In light of the results, implications were discussed regarding the empirical directions and pedagogical practice.

Indexed as

classroom interactionengagementgamificationgamified language learning and teachingQuizizztranslation educationtranslation proficiency

Identifiers

PMID42052068
PMCPMC13111394

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.