The Benefits of Gamification of Teaching for English Teaching among Chinese Students
This article explores the application of gamified teaching in Chinese English education and its positive impacts on students' learning motivation, language application ability, and core literacy. In the context of globalization, English proficiency is crucial for Chinese students. However, traditional exam - oriented education often leaves them lacking in practical language use, and there is also the issue of uneven distribution of educational resources in China. As an emerging model, gamified teaching transforms the learning process by incorporating elements like feedback, challenges, points, rewards, leaderboards, and levels. It creates an experience that combines fun and challenge, effectively sparking students' interest and enhancing their classroom participation and motivation to learn. Gamification in education, through interactive tasks and activities, exposes students to new vocabulary repeatedly across various scenarios for better memory and association. Its immediate feedback mechanism boosts students' sense of achievement and learning motivation, promotes teacher-student interaction, and enlivens the learning process. Moreover, this approach encourages student interaction and collaboration, fostering teamwork and competition. To complete tasks or earn rewards, students must communicate and work together, enhancing their social skills and creating a positive learning environment. This article highlights the importance of teacher training and school technical support. Teachers should undergo systematic training to master designing and implementing gamification in education. Schools must offer technical support for gamified teaching tools. Challenges like urban-rural resource disparities exist. The paper suggests improvements for wider student benefits. Future research can explore its application in different settings and its role in education.
Authors
- Xuanzhe Hua
Institutions
- Guangzhou Vocational College of Science and Technology (CN)
Publication Details
- Journal
- Lecture Notes in Education Psychology and Public Media
- Published
- 2025-06-27
- DOI
- https://doi.org/10.54254/2753-7048/2025.nd24295
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00