Научные статьиM.H.Sayidova, S.U.Pulatova2025
Uzbekistan Mukhtorova Rakhimaxon Vokhidjon qizi
PAGE NO. - · Gamification in Teaching English: Theoretical · Pakirdinova Sharofatkhon Abdumutallibjonovna · Mukhtorova Rakhimaxon Vokhidjon qizi (Senior teacher, Fergana State University, Faculty of English Language and Literature, Chair of Methodology of Teaching English,)
International Journal of Pedagogics · 05 · 9–15 · 2025
Аннотация
This paper investigates the impact of two innovative gamification models—Role-play Roulette and Vocabulary Dungeon—on English language learning in higher education contexts. Designed to address the motivational and engagement gaps in traditional pedagogy, these models integrate contextual storytelling, role- based improvisation, and task progression to enhance learners’ communicative and lexical competence. A three- week implementation among undergraduate students demonstrated statistically significant improvements in vocabulary acquisition and speaking fluency. Learner feedback further confirmed heightened motivation, reduced anxiety, and increased participation. These results suggest that immersive gamified approaches can serve as effective pedagogical tools in fostering active language use and long-term learner engagement. Keywords: Gamification in ELT, language acquisition, vocabulary development, speaking fluency, learner engagement, role-play tasks, narrative-based learning, higher education, educational innovation. responds to that gap by introducing two novel Introduction: In recent years, gamification has become models—Role-play Roulette and Vocabulary Dungeon. a promising approach in language education, aimed at These models promote experiential learning through increasing student motivation and engagement storytelling, spontaneity, and progression-based through game-like elements. Traditional methods challenges [2]. They are designed not only to boost often fail to keep students actively involved, especially student interest but also to cultivate essential language when it comes to speaking and vocabulary skills in real-time interaction. development. Memorization of word lists, mechanical grammar drills, and passive classroom routines often The main goal of this study is to examine how these result in disengagement and lack of real models impact speaking fluency and vocabulary usage communicative competence. in a university-level English classroom. It also aims to explore how gamified learning experiences can shift Gamification offers an alternative: by integrating fun, students’ attitudes toward English and make the challenge, and purpose into language learning [1], it process more enjoyable, personalized, and effective. has the potential to transform the classroom into a more dynamic and participatory environment. METHODS Although widely used platforms like Kahoot and Quizlet The study was implemented among 24 second-year have brought attention to game-based learning, these university students enrolled in an English Language tools mostly target surface-level engagement and often Teaching program. The gamified activities were lack depth in linguistic application. integrated into regular speaking sessions over a three- What remains underexplored is the use of immersive, week period. narrative-driven gamified tasks that encourage To explore the effectiveness of game-based instruction, learners to use language in context. This study International Journal of Pedagogics 290 https://theusajournals.com/index.php/ijp International Journal of Pedagogics (ISSN: 2771-2281) two structured models were applied. The second model, Vocabulary Dungeon, utilized a sequential task system designed as a metaphorical The first, Role-play Roulette, involved students dungeon. Learners had to overcome a series of lexical selecting random cards with assigned social roles and challenges—such as idiom decoding, synonym puzzles, everyday scenarios. For instance, students were tasked and contextual phrase usage—in order to progress with enacting dialogues as an angry restaurant through levels. The structured format of this model was customer or a lost tourist. These unscripted intended to encourage sustained vocabulary interactions were carried out after a short preparation engagement while incorporating an element of time and evaluated through a standardized speaking strategic thinking. rubric, emphasizing fluency, vocabulary range, and interactional competence. idiomatic expressions, and synonym recognition— To measure outcomes, both pre- and post-intervention linguistic elements heavily emphasized in the tests were conducted to assess students’ vocabulary Vocabulary Dungeon model. knowledge and oral proficiency. Observational data were gathered through engagement logs maintained In speaking assessments, students exhibited notable during class activities. Furthermore, anonymous advancement in fluency, coherence, and lexical range. student surveys provided qualitative insights into Performance rubrics highlighted enhanced turn-taking, learners’ experiences and perceived impact of the more spontaneous expression, and improved use of gamified methods on their language development. topic-relevant vocabulary. These developments were especially apparent in Role-play Roulette activities,
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«This paper investigates the impact of two innovative gamification models—Role-play Roulette and Vocabulary Dungeon—on English language learning in higher education contexts.»
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Демо-превьюThis paper investigates the impact of two innovative gamification models—Role-play Roulette and Vocabulary Dungeon—on English language learning in higher education contexts. Полный текст публикации CiteX не хранит — доступ к первоисточнику открывается по DOI согласно лицензии издателя и выбранному плану.
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- Gamification in ELT, language acquisition, vocabulary development, speaking fluency, learner
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