2025
JANUARY
NEW RENAISSANCE
INTERNATIONAL SCIENTIFIC AND PRACTICAL CONFERENCE
VOLUME 2
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ISSUE 1
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GAMIFICATION IN EFL CLASSROOMS: ENHANCING STUDENT ENGAGEMENT
THROUGH TECHNOLOGY
Kurbanbayeva Dilnoza Sheripbay qizi
Quyichirchiq district, Tashkent region
School No. 41 English teacher.
https://doi.org/10.5281/zenodo.14714020
Abstract. This article covers the use of gamification in EFL (English as a Foreign
Language) classes and its role in increasing student activity. Gamification serves to increase
motivation, create an interactive environment, and effectively organize the language learning
process by applying game elements to the educational process. Modern technologies-mobile
applications, online platforms, virtual and augmented reality, and reward systems-further enhance
the effectiveness of gamification. The article also discusses the advantages of gamification, its
technological capabilities and some limitations.
Keywords; gamification, EFL, technology, motivation, interactive education, mobile
applications, digital education, virtual reality, language learning.
One of the most relevant ways to make the educational process more interesting and
effective today is gamification. Gamification is the application of game elements to the learning
process, and is a very effective method, especially in the study of foreign languages. The use of
gamification in English (EFL – English as a Foreign Language) classes helps to increase student
motivation, encourage them to participate actively, and effectively organize the learning process.
In this article, we will talk about the methods of applying gamification using technologies
and its impact on the educational process.
In the modern educational system, it is important to increase the interest of students and
encourage them to actively participate. Especially in foreign language classes, this issue becomes
more relevant, and is often faced with problems such as low student motivation, a decrease in the
desire to learn the language.
Today, technologies are widely entering the field of education, and the effective use of these
opportunities helps to effectively organize the educational process. In particular, the gamification
(gamification) method provides great opportunities in increasing the motivation of students in
foreign language classes and encouraging them to take an active part.
Gamification refers to the inclusion of game elements in the learning process, such as
points, rewards, competitions, leadership tables.
2025
JANUARY
NEW RENAISSANCE
INTERNATIONAL SCIENTIFIC AND PRACTICAL CONFERENCE
VOLUME 2
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ISSUE 1
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This method allows students to be motivated, strengthen their competitiveness among
themselves, and make the language learning process interesting.
Technologies are of great help in the application of the gamification method. For example,
through various mobile applications, online platforms, educational games and interactive
exercises, students can learn the language in an interesting and interactive way. In addition,
technologies allow teachers to monitor the educational process, analyze the results of students and
approach them individually
Gamification is the process of applying game mechanisms to non-linear areas, in particular,
the educational process. Such an approach arouses a sense of competition in students, makes them
interested in mastering new knowledge and increases activity. Gamification in the study of a
foreign language can be useful in the following aspects:
1. Increasing motivation-students are encouraged through rewards, a ranking system, or
points during the course of the lesson.
2. Creating an interesting and interactive environment-thanks to gamification, classes will not
be boring, but based on interesting and mutually active communication.
3. Effective organization of the language learning process – through the elements of the game,
it becomes easier to remember new words, strengthen grammar and develop language skills.
The use of gamification in foreign language lessons has the following advantages:
Increased motivation: game elements encourage students to learn language and increase
their motivation.
Active participation: Games and competitions encourage students to actively participate
and develop their language skills.
Interesting learning process: through gamification, the learning process becomes
interesting and attractive, which increases the students ' enthusiasm for learning the language.
Implementation of gamification using technology.
Modern technologies further expand the possibilities of gamification. Below are examples
of technological gamification tools that can be used in EFL classes:
Mobile applications and online platforms.
Kahoot! - Allows you to interactivate the course process by creating tests and quizzes.
Quizizz-students learn language independently or through quizzes that can participate in
groups.
Baamboozle-enliven the process of learning English through Team games.
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Duolingo and Memrise are tasks in the form of a game and an effective tool for learning
new words using a reward system.
Virtual and augmented reality (VR & AR).
Through VR technologies, students can practice communicating in English in an
environment that approaches real-life conditions.
AR applications, on the other hand, help to visually understand and reinforce new words
or concepts.
Competition and reward systems.
The introduction of points, medals or ranking systems for assignments completed to
students increases their interest in the course.
Team competitions enhance student interaction and shape teamwork skills.
Digital story creation (Digital Storytelling).
Readers can create their own stories and present them in digital format. As well as
developing language skills, it also fosters creative thinking.
The use of gamification in EFL classes leads to a number of positive results:
Students ' interest in the lesson increases.
Developing language skills will be more effective.
The independent learning process is encouraged.
However, there are also some limitations to gamification:
May not be suitable for all students (some prefer traditional teaching methods).
There may be no permanent access to technological tools.
Poor gamification planning can lead to excessive gameplay and cause basic educational
goals to be ignored.
Gamification provides facilities not only for students, but also for teachers. Below are the
main advantages of gamification:
• Making classes more attractive-gamification ensures that the learning process takes an
interesting form, not boring.
• Monitoring student activities-through online systems, the results of students are
constantly analyzed and an individual approach is made to them.
• Ability to test new techniques – gamification allows teachers to apply new techniques and
improve educational effectiveness.
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In conclusion, the method of gamification and the use of technology play an important role
in the effective organization of foreign language lessons and increasing the interest of students in
learning the language
Gamification is an effective way to increase student participation in EFL classes. With the
help of modern technologies, classes can be made more interesting and interactive. Through
mobile applications, online platforms, VR/AR technologies and reward systems, the language
learning process will be not only effective, but also enjoyable. Therefore, teachers should
consciously use gamification to try to make the educational process innovative and effective.
For all EFL teachers, gamification is an integral part of modern education, helping students
to approach the learning process with greater interest.
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Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to
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Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and
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Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Palgrave
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Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature Review
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