JOURNAL ARTICLE

GAMIFICATION IN EFL CLASSROOMS: ENHANCING STUDENT ENGAGEMENT THROUGH TECHNOLOGY

Kurbanbayeva Dilnoza Sheripbay qizi

Year: 2025 Journal:   Zenodo (CERN European Organization for Nuclear Research)   Publisher: European Organization for Nuclear Research

Abstract

This article covers the use of gamification in EFL (English as a Foreign Language) classes and its role in increasing student activity. Gamification serves to increase motivation, create an interactive environment, and effectively organize the language learning process by applying game elements to the educational process. Modern technologies-mobile applications, online platforms, virtual and augmented reality, and reward systems-further enhance the effectiveness of gamification. The article also discusses the advantages of gamification, its technological capabilities and some limitations.

Keywords:
Student engagement Process (computing) Foreign language Game based learning Virtual classroom Virtual learning environment Educational technology Electronic learning

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Topics

Educational Games and Gamification
Social Sciences →  Psychology →  Developmental and Educational Psychology
Foreign Language Teaching Methods
Social Sciences →  Social Sciences →  Education
Technology-Enhanced Education Studies
Social Sciences →  Social Sciences →  Education

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