GAMIFICATION IN LEARNING LANGUAGE: A CASE STUDY OF TEACHING LANGUAGE TO TOURISM STUDENTS

This article examines the impact of gamification and video games on the process of learning English among students studying in the field of tourism, in order to develop their language skills and increase motivation. The study was conducted at the International University of Tourism and Hospitality in Turkestan and was based on a mixed method, including questionnaires, observation and interviews with students and teachers. The study involved 15 first-year students who used the Quizlet platform for four weeks to learn new vocabulary. The motivation scale for language learning and the Quizlet questionnaire were used to assess their motivation and attitude to the gamified approach. According to the results of the pre-test and post-test surveys, as well as the t-test for paired samples, there were no statistically significant differences (p = 0.476) in the level of vocabulary proficiency, although there was a slight improvement. At the same time, observations and interviews have shown that gamification promotes active participation of students, positively affects their motivation and makes language learning more interactive and exciting. The teachers also noted an increase in student engagement and an improvement in the classroom atmosphere.

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Publication Details

Journal
Bulletin of the International University of Tourism and Hospitality.
Published
2024-12-30
DOI
https://doi.org/10.62867/3007-0848.2024-4/6.03
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

GAMIFICATION IN LEARNING LANGUAGE: A CASE STUDY OF TEACHING LANGUAGE TO TOURISM STUDENTS

Zh. ABDIKHANOVA, А. SHOQPAROV, А. NURMANOVA
Bulletin of the International University of Tourism and Hospitality.
Educational Games and Gamification
article

GAMIFICATION IN LEARNING LANGUAGE: A CASE STUDY OF TEACHING LANGUAGE TO TOURISM STUDENTS

Zh. ABDIKHANOVA, А. SHOQPAROV, А. NURMANOVA
article en

Abstract

This article examines the impact of gamification and video games on the process of learning English among students studying in the field of tourism, in order to develop their language skills and increase motivation. The study was conducted at the International University of Tourism and Hospitality in Turkestan and was based on a mixed method, including questionnaires, observation and interviews with students and teachers. The study involved 15 first-year students who used the Quizlet platform for four weeks to learn new vocabulary. The motivation scale for language learning and the Quizlet questionnaire were used to assess their motivation and attitude to the gamified approach. According to the results of the pre-test and post-test surveys, as well as the t-test for paired samples, there were no statistically significant differences (p = 0.476) in the level of vocabulary proficiency, although there was a slight improvement. At the same time, observations and interviews have shown that gamification promotes active participation of students, positively affects their motivation and makes language learning more interactive and exciting. The teachers also noted an increase in student engagement and an improvement in the classroom atmosphere.

Bulletin of the International University of Tourism and Hospitality.Vol. 6(4)
Openalex Percentile: Top 68%
Educational Games and Gamification
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