GAMIFICATION IN ENGLISH LEARNING CONTEXT: ASSESSING THE EFFECTS OF DEVELOPING LANGUAGE COMPETENCE
Keywords:
Gamification, English learning, Language competenceAbstract
This paper examines the effects of gamification in the English learning context on developing language competence. Gamification involves integrating game elements, such as points, badges, and challenges, into language learning activities to enhance engagement and motivation. The study finds that gamification improves learner engagement, motivation, and language skills acquisition. It promotes collaboration, provides personalized learning experiences, and facilitates continuous assessment and progress tracking. Gamification creates an immersive and interactive environment that fosters active participation and immediate feedback, leading to enhanced language proficiency. The findings highlight the potential of gamification as an effective pedagogical approach to support English language learners in their language competence development.
Downloads
References
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75-88.
Kiili, K. (2015). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 27, 1-10.
Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1-5.
Miller, D. (2018). The gamification of language learning. In The Routledge Handbook of Language Learning and Technology (pp. 433-445). Routledge.
Nascimento, A. D., & Isotani, S. (2018). Gamification in education: A systematic review. Computers & Education, 124, 121-141.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283.
Reinders, H., & Wattana, S. (2019). English for gamification: A critical review of the gamification of language learning. Language Teaching, 52(3), 349-366.
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380.
Wang, Y., & Sun, S. (2017). Gamification in English language learning: A literature review. Journal of Educational Technology & Society, 20(1), 78-88.
Wu, W. H., Wu, Y. C. J., Chen, C. Y., Kao, H. Y., Lin, C. H., & Huang, S. H. (2012). Review of trends from mobile learning studies: A meta-analysis. Computers & Education, 59(2), 817-827.
Nizomova, M. B. (2023, May). The issue of formation of communicative-pragmatic direction in terminology. In International Scientific and Current Research Conferences (pp. 83-86).
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Turgunova Khosiyat

This work is licensed under a Creative Commons Attribution 4.0 International License.
The content published on the International Scientific and Current Research Conferences platform, including conference papers, abstracts, and presentations, is made available under an open-access model. Users are free to access, share, and distribute this content, provided that proper attribution is given to the original authors and the source.