GAMIFICATION IN THE FOREIGN LANGUAGE CLASSROOM: ACTIVITY AND PERFORMANCE

Main Article Content

Sadaf Sayfullayeva Isroil qizi

Abstract

The use of the elements of game design in non-games, known as gamification, has turned out to be a widely used tool of instruction in language pedagogy. The paper will examine the effects of gamification on student interaction and academic performance in English as a Foreign Language (EFL) classrooms. Particularly, its comparison is made between the application of gamified tools such as Kahoot and Quizizz and the conventional approach to evaluation. In a quasi-experimental study with 40 EFL students in six weeks, the results indicate that the gamified learning conditions elevate the engagement levels of learners, decrease test anxiety, and provide relatively high academic benefits. The findings confirm use of gamification as an adjunct pedagogical practice in foreign language teaching-learning settings.


 

Article Details

Section
Articles

References

Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational gamification vs. game-based learning: Comparative study. International Journal of Innovation, Management and Technology, 7(4), 132–136.

Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56–79.

Banfield, J., & Wilkerson, B. (2014). Increasing student intrinsic motivation and self-efficacy through gamification pedagogy. Contemporary Issues in Education Research (CIER), 7(4), 291–298.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference, 9–15.

Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392.

Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59–109.

Gardner, R. C. (1985). Social psychology and second language learning: The role of attitudes and motivation. London: Edward Arnold.

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

Horwitz, E. K., Horwitz, M. B., & Cope, J. (1986). Foreign language classroom anxiety. The Modern Language Journal, 70(2), 125–132.