GAMIFICATION AND ENGLISH LANGUAGE LEARNING: EDUCATION THROUGH DIGITAL GAMES

This article examines the impact of gamification in English language learning through the use of digital games. Gamification integrates game elements—such as rewards, levels, and progress tracking—into educational settings to increase motivation and engagement. The study explores how platforms like Duolingo and Kahoot use game mechanics to create interactive and enjoyable language learning experiences. Key aspects like motivation, adaptive learning, and social interaction are analyzed, along with challenges such as balancing entertainment with educational outcomes. The article highlights the potential of gamification in enhancing language acquisition and suggests directions for future research.

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2024-10-31
DOI
https://doi.org/10.5281/zenodo.14019889
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

GAMIFICATION AND ENGLISH LANGUAGE LEARNING: EDUCATION THROUGH DIGITAL GAMES

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

GAMIFICATION AND ENGLISH LANGUAGE LEARNING: EDUCATION THROUGH DIGITAL GAMES

article en

Abstract

This article examines the impact of gamification in English language learning through the use of digital games. Gamification integrates game elements—such as rewards, levels, and progress tracking—into educational settings to increase motivation and engagement. The study explores how platforms like Duolingo and Kahoot use game mechanics to create interactive and enjoyable language learning experiences. Key aspects like motivation, adaptive learning, and social interaction are analyzed, along with challenges such as balancing entertainment with educational outcomes. The article highlights the potential of gamification in enhancing language acquisition and suggests directions for future research.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 53%
Educational Games and Gamification
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GAMIFICATION AND ENGLISH LANGUAGE LEARNING: EDUCATION THROUGH DIGITAL GAMES · Zenodo (CERN European Organization for Nuclear Research) (2024) | TGRS Research Map | TGRS