Increasingly common in education, gamification is the use of game-like features in non-game environments to foster involvement. Particularly for underperforming students, this paper investigates how gamification increases motivation, lowers anxiety, and promotes inclusivity in foreign language education. Through a qualitative analysis of literature from 2010 to 2024, the findings show that gamified activities can enhance learner engagement, foster self-efficacy, and create supportive learning environments. Nonetheless, challenges such as over-reliance on extrinsic rewards, digital divide, and cognitive overload highlight the need for careful design. The paper underscores the educational potential of gamification while calling for further research to ensure sustain able, learner-centered implementation.
Linda D. Nguyen (Tue,) studied this question.