THE POTENTIAL OF GAME TECHNOLOGIES FOR THE FORMATION OF COMMUNICATIVEPRAGMATIC COMPETENCE IN MIDDLE SCHOOL STUDENTS

The integration of technology in education has catalyzed the rise of game-based learning (GBL) as an innovative pedagogical approach, particularly in language instruction. This study explores the effectiveness of GBL in enhancing English language skills and student motivation among 8th-grade learners in Kazakhstan, a context where such methods remain underutilized. Grounded in both theoretical research and practical application, the study investigates how GBL supports the development of vocabulary, grammar, speaking, and reading comprehension, while also fostering higher engagement and communicative competence. Employing a mixed-methods design, the research combines pre- and post-assessments, motivational surveys, and qualitative insights from student interviews and focus groups to evaluate the impact of interactive game elements—such as role-playing, quizzes, and storytelling—on language acquisition. Findings aim to address the pedagogical gap in Kazakhstani classrooms by offering evidence-based recommendations for integrating GBL into English language curricula. Ultimately, this study positions game-based learning not merely as a supplemental activity, but as a transformative strategy capable of cultivating practical language use, intercultural awareness, and learner autonomy in 21st-century educational environments.

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-05-23
DOI
https://doi.org/10.5281/zenodo.15494338
Primary Topic
Yersinia bacterium, plague, ectoparasites research
Type
article
Field-Weighted Citation Impact
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article

THE POTENTIAL OF GAME TECHNOLOGIES FOR THE FORMATION OF COMMUNICATIVEPRAGMATIC COMPETENCE IN MIDDLE SCHOOL STUDENTS

Zenodo (CERN European Organization for Nuclear Research)
Yersinia bacterium, plague, ectoparasites research
article

THE POTENTIAL OF GAME TECHNOLOGIES FOR THE FORMATION OF COMMUNICATIVEPRAGMATIC COMPETENCE IN MIDDLE SCHOOL STUDENTS

article en

Abstract

The integration of technology in education has catalyzed the rise of game-based learning (GBL) as an innovative pedagogical approach, particularly in language instruction. This study explores the effectiveness of GBL in enhancing English language skills and student motivation among 8th-grade learners in Kazakhstan, a context where such methods remain underutilized. Grounded in both theoretical research and practical application, the study investigates how GBL supports the development of vocabulary, grammar, speaking, and reading comprehension, while also fostering higher engagement and communicative competence. Employing a mixed-methods design, the research combines pre- and post-assessments, motivational surveys, and qualitative insights from student interviews and focus groups to evaluate the impact of interactive game elements—such as role-playing, quizzes, and storytelling—on language acquisition. Findings aim to address the pedagogical gap in Kazakhstani classrooms by offering evidence-based recommendations for integrating GBL into English language curricula. Ultimately, this study positions game-based learning not merely as a supplemental activity, but as a transformative strategy capable of cultivating practical language use, intercultural awareness, and learner autonomy in 21st-century educational environments.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 49%
Yersinia bacterium, plague, ectoparasites research
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THE POTENTIAL OF GAME TECHNOLOGIES FOR THE FORMATION OF COMMUNICATIVEPRAGMATIC COMPETENCE IN MIDDLE SCHOOL STUDENTS · Zenodo (CERN European Organization for Nuclear Research) (2025) | TGRS Research Map | TGRS