Gamified Problem-Based Learning: A Pedagogical Innovation to Enhance Self-Efficacy among Undergraduate EFL Learners in China
Abstract
This study examines the effectiveness of Gamified Problem-Based Learning (GPBL) in enhancing learning self efficacy among English as a Foreign Language (EFL) learners in China. An experimental pretest-posttest control-group design involving 120 first-year undergraduate students compared a GPBL intervention with current instruction over 4 weeks. The GPBL module integrated game elements (points, leaderboards, rewards) with problem-based learning activities centred on authentic real-world scenarios. Results from analysis of covariance revealed significant improvements in learning behavioural self-efficacy and learning ability self-efficacy compared to the control group. Findings demonstrate that GPBL systematically activates Bandura's four sources of self-efficacy, addressing the relatively low learning self-efficacy in Chinese College English education. The large effect sizes suggest that integrated pedagogical approaches combining game mechanics with authentic problem-solving can substantially enhance learners' learning self-efficacy in executing specific learning behaviours and in their overall English learning capacity, offering potential directions for curriculum reform in higher education.
Full Text:
PDFDOI: https://doi.org/10.5430/jct.v15n2p99
Refbacks
- There are currently no refbacks.
Copyright (c) 2026 Liang Zhuxin, Siti Zuraidah Binti Md Osman

This work is licensed under a Creative Commons Attribution 4.0 International License.
Journal of Curriculum and Teaching ISSN 1927-2677 (Print) ISSN 1927-2685 (Online) Email: jct@sciedupress.com
Copyright © Sciedu Press
To make sure that you can receive messages from us, please add the 'Sciedupress.com' domain to your e-mail 'safe list'. If you do not receive e-mail in your 'inbox', check your 'bulk mail' or 'junk mail' folders.
Journal of Curriculum and Teaching


