
Gamification in Teaching English: Theoretical and Practical Aspects
Abstract
This paper investigates the impact of two innovative gamification models—Role-play Roulette and Vocabulary Dungeon—on English language learning in higher education contexts. Designed to address the motivational and engagement gaps in traditional pedagogy, these models integrate contextual storytelling, role-based improvisation, and task progression to enhance learners’ communicative and lexical competence. A three-week implementation among undergraduate students demonstrated statistically significant improvements in vocabulary acquisition and speaking fluency. Learner feedback further confirmed heightened motivation, reduced anxiety, and increased participation. These results suggest that immersive gamified approaches can serve as effective pedagogical tools in fostering active language use and long-term learner engagement.
Keywords
Gamification in ELT, language acquisition, vocabulary development
References
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