PRACTICAL APPLICATION OF GAMIFICATION AND METHODOLOGICAL APPROACHES IN EFL TEACHING
PDF
DOI

Keywords

Gamification, EFL teaching, methodological approaches, gamebased learning, language acquisition, motivation, active learning.

How to Cite

PRACTICAL APPLICATION OF GAMIFICATION AND METHODOLOGICAL APPROACHES IN EFL TEACHING. (2026). Yangi O’zbekistonda Tabiiy Va Ijtimoiy-Gumanitar Fanlar Respublika Ilmiy Amaliy Konferensiyasi, 4(01), 225-231. https://universalpublishings.com/index.php/gumanitar/article/view/16209

Abstract

The practical application of gamification in English as a Foreign Language (EFL) teaching is an evolving area of interest in contemporary pedagogy.This paper investigates how game-based learning can improve student engagement and language acquisition. By integrating methodological approaches such as task-based learning, collaborative learning, and digital tools, educators can create an engaging and effective EFL classroom. This study utilizes both qualitative and quantitative   methodsto explore the impact of gamification on students' speaking, listening, and vocabulary skills. The results show that students who engaged with gamified activities demonstrated higher motivation and improved performance compared to those who followed traditional pedagogical approaches.

PDF
DOI

References

1. Anderson, J. R., & Reder, L. M. (2008). Cognitive psychology and learning: How the brain learns language. Psychology Press.

2. Baker, M. (2001). Translation and the Transfer of Meaning. Routledge.

3. Baker, M. (2018). In Other Words: A Coursebook on Translation (3rd ed.). Routledge.

4. Blandford, A. (2018). Gamification in language learning. Language Teaching Research Journal, 21(3), 243-263. https://doi.org/10.1177/1362168818773929

5. Bruner, J. S. (1996). The Culture of Education. Harvard University Press.

6. Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row.

7. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining" gamification". In Proceedings of the 2011 annual conference on Human Factors in Computing Systems (pp. 2425-2428). ACM.

https://doi.org/10.1145/1978942.1979265