JOURNAL ARTICLE

DIGITAL ENGAGEMENT IN ESP CLASSROOMS THROUGH GAMIFICATION AND TECHNOLOGY INTEGRATION

Shoira Bekchonova, Zulfiya Khabirova

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

Abstract

The rapid digitalization of education has transformed how English for Specific Purposes (ESP) is taught and learned. Gamification and emerging learning technologies have proven to be promising tools for improving motivation, engagement, and professional language competence. This article investigates how integrating game-based mechanics and technological tools can enhance ESP instruction in higher education. The discussion synthesizes theoretical models, empirical findings, and pedagogical frameworks on gamification, Mobile-Assisted Language Learning (MALL), and Computer-Assisted Language Learning (CALL). Drawing on meta-analyses and experimental research, the paper highlights motivational, cognitive, and affective benefits of game-informed learning, outlines implementation challenges, and provides a model design for ESP instructors. The conclusion emphasizes evidence-based integration and learner-centered design to achieve authentic communication competence in specialized domains.

Keywords:
Competence (human resources) Technology integration Language acquisition Empirical research Information and Communications Technology Emerging technologies Educational technology English language

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Topics

Technology-Enhanced Education Studies
Social Sciences →  Social Sciences →  Education
Educational Games and Gamification
Social Sciences →  Psychology →  Developmental and Educational Psychology
E-Learning and COVID-19
Social Sciences →  Social Sciences →  Education

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