Gamified English Learning and Proficiency in Computer Science Education: Mediating Roles of Technology Acceptance and Engagement
Shahab Ahmad Almaaytah, Elham Alzain, Khadijah Saleh Almousa, Sarah Alkhaibary, Maryam Ali Alquraini, Arwa AlawerdyThis study examines direct and indirect associations between perceived gamified English learning and self-reported cybersecurity-related English language proficiency (ELP) among undergraduate computer science students in Saudi Arabia, with technology acceptance, student engagement, and learning environment specified as potential mediators. Drawing on Self-Determination Theory, the Technology Acceptance Model, and Constructivist Learning Theory, the study employed a cross-sectional survey design with 417 students; 390 provided complete responses, which were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). Gamification demonstrated a significant positive association with self-reported ELP (β = 0.172, p = 0.012). The estimated indirect associations through technology acceptance (β = 0.196, p = 0.002) and student engagement (β = 0.179, p < 0.001) were statistically significant, whereas the indirect association through the learning environment was not. The complete model accounted for 64.3% of the variance in self-reported ELP. Because ELP was measured through self-report and the design is cross-sectional, findings represent associations rather than confirmed causal effects. The study provides exploratory evidence of associations among students’ perceptions of gamified learning, technology acceptance, engagement, and cybersecurity-related English proficiency, informing hypotheses for future longitudinal and intervention research.