GAMIFICATION AS A TEACHING TOOL IN EFL CLASSES

GAMIFICATION AS A TEACHING TOOL IN EFL CLASSES

Mualliflar

  • Zilola Choriyeva

https://doi.org/10.5281/zenodo.20378153

Kalit so‘zlar

Gamification, EFL learning, student motivation, game-based learning, digital learning tools, classroom engagement

Annotasiya

This article investigates the use of game elements to motivate and engage students in English as a Foreign Language (EFL) classes. Findings indicate that the use of learning apps, puzzles, and quizzes increases participation, interaction, and inspires students to learn. Both traditional and gamified approaches were used, with 30 undergraduate students involved, which created a more positive learning environment. Research in this field showed that gamification can increase student engagement by up to 60–80% compared to traditional instruction methods. Studies also report that learners using game-based platforms demonstrate higher retention rates (around 20–30% improvement) in vocabulary and grammar tasks. The study suggests that gamification can be an effective tool when used carefully and in balance with traditional teaching methods.

Muallif haqida

Zilola Choriyeva

Student of the group 2326, Uzbekistan state world languages university

zilolachoriyeva2006@gmail.com

Foydalanilgan adabiyotlar ro‘yhati

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Downloads

Nashr qilingan

2026-05-26

Qanday qilib iqtibos keltirish kerak

Zilola Choriyeva. (2026). GAMIFICATION AS A TEACHING TOOL IN EFL CLASSES. TILSHUNOSLIK VA CHET TILLARNI O‘QITISHDA ZAMONAVIY RAQAMLI TEXNOLOGIYALARDAN FOYDALANISH MAVZUSIDAGI XALQARO ILMIY-AMALIY ANJUMAN, 1(7), 799–802. https://doi.org/10.5281/zenodo.20378153
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