IMPLEMENTING GAMIFICATION IN ESL/EFL CLASSROOMS
https://doi.org/10.5281/zenodo.15547546
Kalit so‘zlar
Gamification, games, benefit, development, tool.Annotasiya
Games have long played a significant role in child development offering a range of benefits such as increasing motivation, enhancing memory and retention, encouraging collaboration and better use of social skills. Given these benefits, educators have increasingly turned to gamification- the use of game elements in non-game contexts - as a way to enhance learning in the classrooms, particularly in ESL/EFL settings. Among the first institutions that researched impacts of games in language acquisition and conducted experimental lessons - MIT and Carnegie Mellon University were the first to explore digital game-based learning (DGLB). The fact that this method is applied by such prestigious institutions demonstrates the importance of the matter. This article examines benefits of gamification in detail, offers practical strategies for implementation with the example of game-based tools (Kahoot, Classcraeft, Quizzlet) and discusses challenges while applying this method and presents solutions for them. Real-life examples and case studies are stated to give better understanding of the topic.
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