USING GAMES TO IMPROVE MOTIVATION IN GRAMMAR LEARNING

This exploratory action research investigates the effectiveness of incorporating games into grammar instruction to increase motivation and retention among lower secondary students. Conducted in a public school in rural Uzbekistan with A2-level learners aged 12–13, the study examines students’ initial attitudes toward grammar lessons and tracks changes after implementing weekly grammar games over six weeks. Results show that learners initially found grammar tedious and demotivating. However, the introduction of interactive grammar games led to improved classroom participation, higher quiz performance, and more positive attitudes toward grammar learning. The study demonstrates that both physical and digital games can serve as effective tools for enhancing learner motivation and engagement in low-resource EFL contexts.

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-07-15
DOI
https://doi.org/10.5281/zenodo.16154352
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

USING GAMES TO IMPROVE MOTIVATION IN GRAMMAR LEARNING

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

USING GAMES TO IMPROVE MOTIVATION IN GRAMMAR LEARNING

article en

Abstract

This exploratory action research investigates the effectiveness of incorporating games into grammar instruction to increase motivation and retention among lower secondary students. Conducted in a public school in rural Uzbekistan with A2-level learners aged 12–13, the study examines students’ initial attitudes toward grammar lessons and tracks changes after implementing weekly grammar games over six weeks. Results show that learners initially found grammar tedious and demotivating. However, the introduction of interactive grammar games led to improved classroom participation, higher quiz performance, and more positive attitudes toward grammar learning. The study demonstrates that both physical and digital games can serve as effective tools for enhancing learner motivation and engagement in low-resource EFL contexts.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 52%
Educational Games and Gamification
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