Demonstrates enhanced language acquisition in EFL through gamification strategies in classrooms, suggesting effective teaching methods.
With a variety of ways to play games, whether with a Play station, Xbox, PC, Nintendo Switch, or even smartphone, gaming occupies a great deal of time for a lot of people in many different walks of life.Even people who do not play games have often heard of some of the more popular offerings such as Fortnite, Apex Legends, Call of Duty, Final Fantasy, Pokmon, Dragon Quest, and more.People play games for various reasons: the stories have become complex and as memorable or impactful as a movie or even a novel; the graphics have come extremely close to life-like enough to fall into the "uncanny valley".Character AI and animation have become very complex thus interactions in-game feel realistic whether that is fighting, plain conversation, or even romance in the game world.In academia and education, games are also being used, but it is not often taken outside of the traditional sense of games for classroom use.In different types of classes, especially language ones, modified board games or modified for style TV quiz shows are used to promote language acquisition.In a newer trend called "gamification" classroom activities are "gamified" by adding game elements to normal classroom tasks such as experience points, levels, and awards for students who do the classwork (Eng, 2019).
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Jason E. Tacker (2022) studied this question.
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