THE ROLE OF GAMIFICATION IN FACILITATING INDEPENDENT STUDY IN MIDDLE SCHOOL FOREIGN LANGUAGE LEARNERS

The use of game technologies in TFL has changed the perception and process of learning a language in different stages of education (primary, middle and high school, academic lyceum and vocational colleges). This thesis investigates the issue of incorporating gamification into independent study for learners of foreign languages at a middle school. Moreover, it addresses how gamification promotes stability, self-esteem and a stress free pedagogical atmosphere. Examples of practical uses on digital platforms and in classrooms are presented, as well as some negative aspects like too shallow learning, accessibility, or too deep penetration.

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-02-23
DOI
https://doi.org/10.5281/zenodo.14913225
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

THE ROLE OF GAMIFICATION IN FACILITATING INDEPENDENT STUDY IN MIDDLE SCHOOL FOREIGN LANGUAGE LEARNERS

Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

THE ROLE OF GAMIFICATION IN FACILITATING INDEPENDENT STUDY IN MIDDLE SCHOOL FOREIGN LANGUAGE LEARNERS

article en

Abstract

The use of game technologies in TFL has changed the perception and process of learning a language in different stages of education (primary, middle and high school, academic lyceum and vocational colleges). This thesis investigates the issue of incorporating gamification into independent study for learners of foreign languages at a middle school. Moreover, it addresses how gamification promotes stability, self-esteem and a stress free pedagogical atmosphere. Examples of practical uses on digital platforms and in classrooms are presented, as well as some negative aspects like too shallow learning, accessibility, or too deep penetration.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 53%
Educational Games and Gamification
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THE ROLE OF GAMIFICATION IN FACILITATING INDEPENDENT STUDY IN MIDDLE SCHOOL FOREIGN LANGUAGE LEARNERS · Zenodo (CERN European Organization for Nuclear Research) (2025) | TGRS Research Map | TGRS