Gamification has gained increasing attention in English Language Teaching (ELT) as a strategy to enhance student engagement and learning outcomes. However, its effectiveness in improving motivation and language proficiency remains a topic of debate. This study investigates whether gamification positively influences motivation and learning outcomes in an English as a Foreign Language (EFL) classroom. The research adopts an experimental design with a control and an experimental group. The experimental group engaged in gamified learning activities using digital tools (e.g., Kahoot, Quizlet, and Duolingo) and classroom-based competitive tasks, while the control group followed a traditional teaching approach. Data were collected through pre- and post-tests, motivation surveys, and classroom observations. Statistical analysis of the results revealed that the experimental group showed significant improvement in vocabulary retention and grammar accuracy compared to the control group. Additionally, survey responses indicated higher levels of motivation and engagement among students in the gamified classroom. The findings suggest that gamification can be an effective pedagogical tool for increasing student interest and learning efficiency in ELT. It is recommended that educators integrate game-based elements strategically to enhance language acquisition. Future research could explore long-term impacts and effectiveness across different language skills.
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Maryumah Heji Alenazi
Northern Border University
Theory and Practice in Language Studies
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Maryumah Heji Alenazi (Fri,) studied this question.
synapsesocial.com/papers/68c1a90554b1d3bfb60e1f9c — DOI: https://doi.org/10.17507/tpls.1508.15