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GAMIFICATION AS A STRATEGY FOR VOCABULARY ACQUISITION AMONG TEENAGE LEARNERS

Authors

  • Nusratulloyeva Shaxnoza Ziyodullo qizi

    Author

Keywords:

Gamification, vocabulary acquisition, teenage learners, motivation, engagement, language learning, English education, game-based learning, retention, interaction, digital tools, classroom activities, learner autonomy, rewards, collaborative learning

Abstract

This article examines the effectiveness of gamification as a teaching strategy for improving vocabulary acquisition among teenage learners in English language education. The study explores how game-based elements such as points, badges, leaderboards, challenges, and rewards increase learners’ motivation, engagement, and retention of new vocabulary. Adolescents often face difficulties in memorizing and actively using lexical items through traditional teaching methods. Gamified learning environments, however, create an interactive and student-centered atmosphere that encourages participation and repeated exposure to target vocabulary. The article discusses theoretical foundations of gamification, practical classroom applications, and its impact on learners’ cognitive and affective development. Findings from recent educational research indicate that gamification significantly enhances vocabulary retention, learner autonomy, collaboration, and classroom interaction. The paper concludes that integrating gamification into English lessons can make vocabulary learning more effective, enjoyable, and meaningful for teenage students.

References

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Published

2026-06-10