Integrating Generative AI and Gamification to Enhance BESTEP Performance: A Case Study of a College English Empowerment Course

Authors

  • Wan-Yu Chang Department of Education and Learning Technology, National Tsing Hua University, Hsinchu City, Taiwan, R.O.C

DOI:

https://doi.org/10.47747/fmiic.v1i3.3633

Abstract

This study investigates the effects of integrating generative artificial intelligence (AI) and gamification on college students’ performance in the BEST Test of English Proficiency (BESTEP). Taking an English Empowerment course at a university in Taiwan as a case study, ChatGPT was incorporated to support speaking practice and self-directed learning, while gamified platforms such as Kahoot, Blooket, and Gimkit were used for vocabulary and grammar reinforcement. A quantitative research approach was adopted, with 37 valid questionnaires collected and analyzed using correlation and regression analyses. The results indicate that both gamification and ChatGPT-supported learning significantly enhance students’ learning motivation and self-directed learning readiness, which in turn positively influence BESTEP performance. Notably, ChatGPT demonstrated the strongest effect on self-directed learning (β = 0.89, p < .01). Furthermore, the findings reveal a dual-path learning model characterized by “high-frequency engagement” and “deep empowerment,” which effectively improves students’ learning confidence and overall performance. The results of this study provide important pedagogical implications for bilingual education in higher education.

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Published

2026-07-20