THE IMPACT OF GAMIFIED EDUCATIONAL APPLICATIONS ON SECONDARY SCHOOL STUDENTS' ACHIEVEMENT IN LEARNING ENGLISH AS A FOREIGN LANGUAGE

This study investigates the effectiveness of gamified educational applications in improving students' involvement in the process of learning the English language among secondary school students. The study employs a comparative methodology to evaluate the influence of gamification on students' motivation, language acquisition, and overall learning experience. The study uses a sample of students with different language backgrounds and applies both quantitative and qualitative methodologies to assess the efficacy of gamified educational apps in comparison to conventional language learning approaches. The results demonstrate a notable and favorable association between the use of gamified language learning and heightened student involvement. The use of gamification components, such as interactive challenges, prizes, and competition, has been proven to create a dynamic and interesting learning environment. This, in turn, motivates students to actively engage in language acquisition activities. The comparative analysis emphasizes the benefits of gamified applications in enhancing language proficiency, memory, and interpersonal abilities. Furthermore, the study examines how technology facilitates language learning by including gamification. It assesses the accessibility, usefulness, and adaptability of these programs. The findings of this research add to the continuing discussion on creative teaching methods, providing valuable information on the effectiveness of gamified educational apps as instruments for teaching the English language. The results endorse the incorporation of gamified educational apps into language classes, providing a more engaging and participatory learning experience for learners.

Authors

Publication Details

Journal
«Вестник Атырауского университета имени Халела Досмухамедова»
Published
2024-09-26
DOI
https://doi.org/10.47649/vau.24.v74.i3.09
Primary Topic
Technology-Enhanced Education Studies
Type
article
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article

THE IMPACT OF GAMIFIED EDUCATIONAL APPLICATIONS ON SECONDARY SCHOOL STUDENTS' ACHIEVEMENT IN LEARNING ENGLISH AS A FOREIGN LANGUAGE

Marzhan Moldakassymovna Duisenova
«Вестник Атырауского университета имени Халела Досмухамедова»
Technology-Enhanced Education Studies
article

THE IMPACT OF GAMIFIED EDUCATIONAL APPLICATIONS ON SECONDARY SCHOOL STUDENTS' ACHIEVEMENT IN LEARNING ENGLISH AS A FOREIGN LANGUAGE

Marzhan Moldakassymovna Duisenova
article en

Abstract

This study investigates the effectiveness of gamified educational applications in improving students' involvement in the process of learning the English language among secondary school students. The study employs a comparative methodology to evaluate the influence of gamification on students' motivation, language acquisition, and overall learning experience. The study uses a sample of students with different language backgrounds and applies both quantitative and qualitative methodologies to assess the efficacy of gamified educational apps in comparison to conventional language learning approaches. The results demonstrate a notable and favorable association between the use of gamified language learning and heightened student involvement. The use of gamification components, such as interactive challenges, prizes, and competition, has been proven to create a dynamic and interesting learning environment. This, in turn, motivates students to actively engage in language acquisition activities. The comparative analysis emphasizes the benefits of gamified applications in enhancing language proficiency, memory, and interpersonal abilities. Furthermore, the study examines how technology facilitates language learning by including gamification. It assesses the accessibility, usefulness, and adaptability of these programs. The findings of this research add to the continuing discussion on creative teaching methods, providing valuable information on the effectiveness of gamified educational apps as instruments for teaching the English language. The results endorse the incorporation of gamified educational apps into language classes, providing a more engaging and participatory learning experience for learners.

«Вестник Атырауского университета имени Халела Досмухамедова»
Quality Education
Openalex Percentile: Top 76%
Technology-Enhanced Education Studies
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