This study investigates how game-based learning affects young students’ English vocabulary, motivation, and classroom participation. Using a mixed-methods approach, the study involved 32 pupils in two fifth-grade groups (11-12 years old, pre-intermediate level) one taught using traditional methods and the other using interactive games and digital activities. Data was gathered through pre- and post-tests, classroom observations, and student feedback. Results show that the game-based group outperformed the traditional group in vocabulary retention and use. Students who engaged with games demonstrated greater motivation, more active participation, and higher confidence during classroom activities. In contrast, students in the traditional group were less involved and found learning more difficult.The study concludes that game-based learning is an effective teaching method for English vocabulary, improving both learning outcomes and student engagement when clear goals and good classroom management are in place.
Mirzaqosimova et al. (Wed,) studied this question.
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