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GAMIFICATION IN ENGLISH LANGUAGE TEACHING: MOTIVATING THE DIGITAL GENERATION

Authors

  • Kamola Zafarjon qizi Do'monova

    English Language Teacher School Number 8, Buvayda District, Fergana Region, Uzbekistan
    Author

Keywords:

Gamification, English language teaching, motivation, digital tools, student engagement

Abstract

This article explores the role of gamification in English language teaching, focusing on how game elements can enhance student motivation and engagement. The study examines digital tools and platforms that incorporate gamified approaches and assesses their effectiveness in improving language acquisition among secondary school learners. The findings suggest that integrating gamification into language instruction fosters active participation and caters to the digital generation's learning preferences.

References

1. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic MindTrek Conference.

2. Su, C. H., & Cheng, C. H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286.

3. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences.

4. Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217–227.

5. Sheldon, L. (2011). The Multiplayer Classroom: Designing Coursework as a Game. Cengage Learning.

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Published

2025-10-20