Articles | Open Access | https://doi.org/10.37547/ajps/Volume04Issue01-10

GAMIFICATION IN ENGLISH LEARNING CONTEXT: ASSESSING THE EFFECTS OF DEVELOPING LANGUAGE COMPETENCE

Turgunova Khosiyat , Teacher Ministry Of Internal Affairs Of The Republic Of Uzbekistan Jizzakh Academic Lyceum

Abstract

This study explores the significance of gamification games in English language learning, examining their impact on learner engagement, motivation, proficiency, and cultural understanding. Employing a mixed-methods approach, the research reveals that gamified language learning platforms enhance learner engagement, intrinsic motivation, and overall learning experiences. Participants demonstrate improved cultural immersion, contextual understanding, and collaborative engagement, underscoring the transformative potential of gamification in English language acquisition. The findings emphasize the pivotal role of gamification games in creating dynamic, interactive, and effective learning environments, offering valuable insights for educators, learners, and developers seeking to optimize English language learning through innovative and engaging pedagogical approaches.

Keywords

Gamification, English language learning, Engagement

References

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM.

Gee, J. P. (2007). What video games have to teach us about learning and literacy. Palgrave Macmillan.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?—A literature review of empirical studies on gamification. In 47th Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE.

Landers, R. N., & Landers, A. K. (2014). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming, 45(6), 769-785.

Miller, C., & Robertson, J. (2010). Motivation and affordances in a game-based intelligent language tutor. International Journal of Artificial Intelligence in Education, 20(2), 171-200.

Reinders, H., & Wattana, S. (2014). Learn English or die: The effects of digital games on interaction and willingness to communicate in a foreign language. Digital Culture & Education, 6(2), 164-187.

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380.

Shonfeld, M., Buss, R. R., & Gorodetsky, M. (2018). The effectiveness of using gamification in the teaching of English vocabulary: A case study among high school students. Journal of Education and e-Learning Research, 5(1), 1-6.

Thorne, S. L., Fischer, I., & Lu, X. (2012). The semiotic ecology and linguistic complexity of an online game world. ReCALL, 24(3), 279-301.

Wiggins, B. E. (2016). The effect of gamified language learning activities on students’ motivation and achievement (Doctoral dissertation, The University of Mississippi).

Bolibekova, M., Nematov, O., & Nematova, F. (2021). Maxim of politeness in uzbek and english language. Theoretical & applied science Учредители: Теоретическая и прикладная наука, (10), 510-515.

Article Statistics

Copyright License

Download Citations

How to Cite

Turgunova Khosiyat. (2024). GAMIFICATION IN ENGLISH LEARNING CONTEXT: ASSESSING THE EFFECTS OF DEVELOPING LANGUAGE COMPETENCE. American Journal of Philological Sciences, 4(01), 58–63. https://doi.org/10.37547/ajps/Volume04Issue01-10