IMPLEMENTING GAMIFICATION IN ESL/EFL CLASSROOMS

IMPLEMENTING GAMIFICATION IN ESL/EFL CLASSROOMS

Mualliflar

  • Uchqunova Dilnavoz

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.

Muallif haqida

Uchqunova Dilnavoz

Aniq va Ijtimoiy fanlar Universiteti

Ilmiy maslahatchi: Erdanova Zebiniso Abulkasimovna (Phd)

Foydalanilgan adabiyotlar ro‘yhati

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Nashr qilingan

2025-05-29

Qanday qilib iqtibos keltirish kerak

Uchqunova Dilnavoz. (2025). IMPLEMENTING GAMIFICATION IN ESL/EFL CLASSROOMS. TALABALAR ILMIY KONFERENSIYASI "TILSHUNOSLIK MASALALARI – YOSH TADQIQOTCHILAR NIGOHIDA", 1(3), 1053–1057. https://doi.org/10.5281/zenodo.15547546

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