Kurbanbayeva Dilnoza Sheripbay qizi
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.
Kurbanbayeva Dilnoza Sheripbay qizi
Maheshkumar P. JoshiShraddha Bhandwalkar
Shoira Bekchonova, Zulfiya Khabirova
Shoira Bekchonova, Zulfiya Khabirova