The role of gamification for motivation in english learning

Аннотация

This article investigates the role of gamification in enhancing motivation in English language learning. It explores how game elements such as points, badges, leaderboards, and narrative storytelling can increase learner engagement and persistence. Through a review of existing research, the study evaluates both the pedagogical benefits and challenges of implementing gamified methods in English classrooms and digital platforms. The findings indicate that gamification can significantly improve student motivation, autonomy, and enjoyment when designed with clear educational goals in mind.

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Юлдошева M., & Исроилов U. (2025). The role of gamification for motivation in english learning . Объединяя студентов: международные исследования и сотрудничество между дисциплинами, 1(1), 318–321. извлечено от https://www.inlibrary.uz/index.php/btsircad/article/view/101257
Мамура Юлдошева, Ташкентский государственный транспортный университет
Кандидат педагогических наук, доцент кафедры иностранных языков
Умиджон Исроилов, Ташкентский государственный транспортный университет
Студент, группа ТНИ-1
Crossref
Сrossref
Scopus
Scopus

Аннотация

This article investigates the role of gamification in enhancing motivation in English language learning. It explores how game elements such as points, badges, leaderboards, and narrative storytelling can increase learner engagement and persistence. Through a review of existing research, the study evaluates both the pedagogical benefits and challenges of implementing gamified methods in English classrooms and digital platforms. The findings indicate that gamification can significantly improve student motivation, autonomy, and enjoyment when designed with clear educational goals in mind.


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in understanding. Comparative grammar teaching aids learners in transferring existing knowledge to
a new language system.

English and Uzbek offer contrasting yet complementary approaches to grammatical expression.

While English relies on a rigid syntactic structure, Uzbek favors morphological complexity through
agglutination. Recognizing both similarities and differences enhances second language learning,
translation, and linguistic awareness. Comparative linguistic studies such as this play a vital role in
bridging language learning gaps and fostering cross-linguistic competence.

References:

1.

Crystal, D. (2003).

The Cambridge Encyclopedia of the English Language

. Cambridge

University Press.

2.

Erginov, M. (2020).

Uzbek Grammar: An Introductory Course

. Tashkent University Press.

3.

Comrie, B. (1981).

Language Universals and Linguistic Typology

. University of Chicago

Press.

4.

Asia Pacific Journal of Marketing & Management Review. (2022). Vol. 11, Issue 12. ISSN:
2319-2836.

5.

International Journal on Orange Technology.
https://journals.researchparks.org/index.php/IJOT


THE ROLE OF GAMIFICATION FOR MOTIVATION IN ENGLISH LEARNING

Yuldosheva Mamura Bakhtiyarovna

PhD, Associate Professor, Department of Foreign Languages

Isroilov Umidjon Odinamad ogli

Student, Group TNI-1

Tashkent State Transport University

Annotation.

This article investigates the role of gamification in enhancing motivation in English

language learning. It explores how game elements such as points, badges, leaderboards, and narrative
storytelling can increase learner engagement and persistence. Through a review of existing research,
the study evaluates both the pedagogical benefits and challenges of implementing gamified methods
in English classrooms and digital platforms. The findings indicate that gamification can significantly
improve student motivation, autonomy, and enjoyment when designed with clear educational goals in
mind.

Keywords:

Gamification, Motivation, English Language Learning, Game-based Learning,

Educational Technology, Learner Engagement, Digital Pedagogy

Introduction. In the modern educational landscape, motivation plays a critical role in language

acquisition. Traditional teaching methods often fail to maintain consistent student engagement,
especially in language learning contexts. Gamification—defined as the use of game design elements
in non-game contexts—has emerged as a powerful strategy to increase learner motivation and
participation [1]. By transforming routine language learning activities into interactive experiences,
gamification has been shown to positively affect student attitudes, retention, and performance [2].

This paper explores how gamification can be effectively integrated into English language learning

environments to foster motivation and deeper engagement.

Literature Review.

In recent years, gamification has gained significant attention in the field of

education, particularly in the context of English language learning. Gamification refers to the
application of game design elements—such as points, leaderboards, and rewards—in non-game
settings to foster user engagement and motivation. Numerous studies have examined how


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gamification can enhance learners’ motivation and improve educational outcomes, especially in
language acquisition.

Deterding et al. [1] laid the foundation for understanding gamification by defining it as the use of

game elements in non-gaming contexts. Their work has become a cornerstone in identifying how
playful elements can transform routine educational tasks into more engaging experiences. Subsequent
research has expanded upon this idea by investigating specific mechanisms through which
gamification affects motivation and learning outcomes. Sailer et al. [2] conducted an experimental
study that linked specific game elements—like badges, leaderboards, and performance graphs—to the
fulfillment of psychological needs such as competence, autonomy, and relatedness. These needs are
central to the Self-Determination Theory proposed by Deci and Ryan [3], which posits that intrinsic
motivation thrives when learners feel autonomous, competent, and socially connected. The
incorporation of gamified elements can thus serve to meet these needs and sustain motivation
throughout the learning process. Hamari et al. [4] conducted a comprehensive review of empirical
studies and concluded that gamification generally has a positive effect on user engagement, though
the outcomes may vary depending on the context and design. For instance, in English language
learning platforms like Duolingo, gamification has been shown to improve vocabulary retention and
encourage persistent usage [5]. This is consistent with Seaborn and Fels [6], who found that
gamification enhances both affective and cognitive engagement, provided it aligns with pedagogical
goals.

However, some researchers have warned against the overuse of extrinsic motivators. Buckley and

Doyle [7] noted that while competition-based gamification (e.g., leaderboards) can increase short-
term motivation, it may not foster long-term learning unless integrated with meaningful feedback and
instructional support. Similarly, Caponetto et al. [8] highlighted the importance of balancing game
elements with instructional content to avoid trivializing the learning experience.

Despite these concerns, gamification remains a useful tool for enhancing student motivation,

particularly when embedded in collaborative and learner-centered environments. Hanus and Fox [9]
argued that poorly designed gamified systems can reduce intrinsic motivation over time, especially if
learners become overly focused on rewards rather than the learning content itself. Their longitudinal
study emphasized the importance of continuous evaluation and refinement in gamified systems.

Beyond motivation, technological and infrastructural challenges also affect the successful

implementation of gamified learning. According to a UNESCO report [10], disparities in access to
digital tools and the internet can exacerbate educational inequality. This digital divide must be
addressed to ensure equitable access to gamified learning opportunities. Moreover, teachers play a
crucial role in the implementation process. Simões et al. [11] emphasized that educators need
professional development and support to effectively integrate gamification into their teaching
practices. Without sufficient training, even well-designed gamified systems may fail to deliver their
intended outcomes.

Practical applications of gamification have shown promising results. Platforms like Duolingo and

Quizlet Live, when used in classrooms, have led to improved learner engagement and participation
[5][6]. Domínguez et al. [12] conducted an empirical study where students involved in gamified
learning activities demonstrated higher levels of engagement and better academic performance
compared to those in traditional settings.

Gamification and Motivation in Language Learning. Gamification employs various elements

from game theory, including points, levels, rewards, storylines, and social competition. These
elements tap into intrinsic and extrinsic motivators that drive learner behavior. According to Self-
Determination Theory, learners are more motivated when their psychological needs for competence,
autonomy, and relatedness are fulfilled [3]. Gamified learning environments can support these needs
by giving learners control over their progress, immediate feedback, and opportunities for social
interaction [4].


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Studies have demonstrated that learners involved in gamified English learning show increased time-
on-task, improved vocabulary retention, and higher participation rates [5].
Benefits of Gamification in English Learning

Increased Engagement

– Game-like tasks make learning more enjoyable, which leads to higher

student engagement and lower dropout rates [2].

Immediate Feedback and Progress Tracking

– Students receive instant results from their

actions, helping them recognize progress and areas for improvement [6].

Motivation through Competition and Rewards

– Leaderboards, badges, and achievements

foster a sense of competition, especially effective for younger learners [7].

Autonomy and Personalized Learning

– Adaptive gamified platforms allow learners to choose

tasks, pace, and difficulty level, increasing their sense of ownership [3].

Enhanced Collaboration

– Multiplayer features and team-based tasks encourage

communication and cooperation, essential in language learning [8].

Despite its benefits, implementing gamification in English language learning presents several
challenges:

– Poorly designed gamification can lead to a focus on points rather than actual learning
outcomes [9].
– Access to reliable devices, internet connectivity, and gamified platforms remains unequal
[10].
– Effective use of gamification requires training in both pedagogy and technology, which
many educators currently lack [11].

Case Studies and Platforms.

Popular gamified platforms like

Duolingo

,

Kahoot!

, and

Quizlet Live

have successfully incorporated game mechanics into English learning. These platforms report
increased learner satisfaction and engagement, especially when combined with structured instruction
[5][6]. Research from classroom-based gamification initiatives also reveals that students are more
likely to participate and persist in learning activities when these are presented in a game-like format
[12].

Conclusion

.

Gamification represents a promising strategy for enhancing motivation in English

language learning. When used thoughtfully and in alignment with learning objectives, it can create an
engaging, responsive, and student-centered learning environment. However, its effectiveness depends
on careful design, equitable access to technology, and educator readiness. Future research should
focus on long-term effects of gamification on language proficiency and strategies to integrate game-
based learning more deeply into formal education systems.

References:

1.

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

.

2.

Sailer, M., Hense, J., Mayr, S., & Mandl, H. (2017). How Gamification Motivates: An
Experimental Study of the Effects of Specific Game Design Elements on Psychological Need
Satisfaction.

Computers in Human Behavior

, 69, 371–380.

3.

Deci, E. L., & Ryan, R. M. (2000). The "What" and "Why" of Goal Pursuits: Human Needs and
the Self-Determination of Behavior.

Psychological Inquiry

, 11(4), 227–268.

4.

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

.

5.

Vesselinov, R., & Grego, J. (2012). Duolingo Effectiveness Study.

City University of New York

.

6.

Seaborn, K., & Fels, D. I. (2015). Gamification in Theory and Action: A Survey.

International

Journal of Human-Computer Studies

, 74, 14–31.

7.

Buckley, P., & Doyle, E. (2016). Gamification and Student Motivation.

Interactive Learning

Environments

, 24(6), 1162–1175.


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8.

Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and Education: A Literature Review.

European Conference on Games Based Learning

.

9.

Hanus, M. D., & Fox, J. (2015). Assessing the Effects of Gamification in the Classroom: A
Longitudinal Study.

Computers & Education

, 80, 152–161.

10.

UNESCO (2020).

Education in a Post-COVID World: Nine Ideas for Public Action

.

11.

Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A Social Gamification Framework for a K-6
Learning Platform.

Computers in Human Behavior

, 29(2), 345–353.

12.

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.

JASALMA INTELEKTLERDIŃ BILIMLENDIRIWDEGI ORNÍ

Jienbaeva Elenora,

QMU Ingilis tili hám ádebiyatı 1-kurs studenti

Ilimiy bashshı: Kurbanbaeva Kamila,

Ingilis tili hám ádebiyatı kafedrası stajyor-oqıtıwshısı

Annotaciya.

Bul maqalada jasalma intellekt texnologiyalarınıń zamanagóy bilimlendiriw

sistemasındaǵı roli, imkaniyatları úyreniledi. AI dıń oqıw procesin individuallastiriw, bahalaw
sistemasın avtomatlastırıw, bilim beriw sıpatın asırıw hám pedagogikalıq qatnaslardı jetilistiriwdegi
ornı analiz etiledi. Sonday-aq, dúnya kólemindegi aldınǵı tájiriybeler hám Ózbekstanda AI
tiykarındaǵı bilimlendiriw joybarlarınıń rawajlanıw jaǵdayı sáwlelendiriledi.

Tayanısh sózler:

Jasalma intellekt, sanlı bilimlendiriw, oqıwshıǵa oraylasqan qatnas,

avtomatlastırıw, texnologiyalıq innovaciya, oqıw sisteması.

Kirisiw.

XXI ásirdiń ekinshi sheregine kelip, jasalma intellekt texnologiyaları túrli tarawlarda

tereń tamır jaymaqta. Ásirese, bilimlendiriw tarawında AI sistemalarınıń integraciyası barǵan sayın
kúsheyip barmaqta. Bilimlendiriwdiń sanlastırılıwı, pandemiya dáwirinde aralıqtan bilim beriwdiń
ǵalabalasıwı hám oqıwshılardıń ózlestiriw dárejesin qadaǵalawǵa bolǵan talap AIǵa bolǵan talaptı
jáne de arttırdı. Usı kózqarastan, jasalma intellekt texnologiyalarınıń bilimlendiriwdegi ornı,
imkaniyatları hám keleshektegi perspektivaların tereń tańlaw áhmiyetli ilimiy-ámeliy máselelerden
biri bolıp esaplanadı.

Jasalma intellekt - bul insan aqılına tán bolgan is-háreketlerdi (úyreniw, túsiniw, qarar qabıl etiw)

modellestiriwshi kompyuter sisteması. Onıń rawajlanıwı dáslep matematikalıq modeller hám
algoritmler tiykarında baslanǵan bolsa, búgingi kúnge kelip tábiyǵıy tildi qayta islew, neyron
tarmaqlar sıyaqlı quramalı baǵdarlar arqalı ámeliy nátiyjeler bermekte.
Bilimlendiriwde AI qollanılıwınıń tiykarģı baģdarları.
a) Individuallastırılgan bilimlendiriw.

AI tiykarındaǵı platformalar (máselen, Squirrel AI, Carnegie Learning) oqıwshınıń bilim

dárejesin anıqlap, oǵan beyimlestirilgen oqıw materialların usınadı. Bul qatnas hár bir oqıwshınıń
mútájliklerine sáykes túrde bilim alıw imkaniyatın beredi.
b) Avtomatlastırılgan bahalaw sistemaları.
AI járdeminde test nátiyjelerin real waqıt rejiminde tallaw, shıǵarma hám jazba jumıslardı
avtomatikalıq bahalaw imkaniyatı bar. Mısal retinde, EdTech kompaniyaları tárepinen islep shıǵılǵan
"Gradescope" yamasa "Turnitin" sistemaların kórsetiw múmkin.
c) Virtual repetitorlar hám oqıtıwshılar.
AI tiykarındaǵı "chatbotlar" yamasa virtual muǵallimler (mısalı, Duolingodaǵı AI-assistentler)
oqıwshılarǵa erkin bilim alıw imkaniyatın bermekte.
d) Til úyretiwde AI.

Библиографические ссылки

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.

Sailer, M., Hense, J., Mayr, S., & Mandi, H. (2017). How Gamification Motivates: An Experimental Study of the Effects of Specific Game Design Elements on Psychological Need Satisfaction. Computers in Human Behavior, 69, 371-380.

Deci, E. L., & Ryan, R. M. (2000). The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior. Psychological Inquiry, 11(4), 227-268.

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.

Vesselinov, R., & Grego, J. (2012). Duolingo Effectiveness Study. City University of New York.

Seaborn, K., & Fels, D. I. (2015). Gamification in Theory and Action: A Survey. International Journal of Human-Computer Studies, 74, 14-31.

Buckley, P., & Doyle, E. (2016). Gamification and Student Motivation. Interactive Learning Environments, 24(6), 1162-1175.

Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and Education: A Literature Review. European Conference on Games Based Learning.

Hanus, M. D., & Fox, J. (2015). Assessing the Effects of Gamification in the Classroom: A Longitudinal Study. Computers & Education, 80, 152-161.

UNESCO (2020). Education in a Post-COVID World: Nine Ideas for Public Action.

Simoes, J., Redondo, R. D., & Vilas, A. F. (2013). A Social Gamification Framework for a K.-6 Learning Platform. Computers in Human Behavior, 29(2), 345-353.

Dominguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernandez-Sanz, L., Pages, C., & Martinez-Herraiz, J. J. (2013). Gamifying Learning Experiences: Practical Implications and Outcomes. Computers & Education, 63, 380-392.