Научные статьиM.H.Sayidova, S.U.Pulatova2025
THE ROLE OF GAMIFICATION IN ENHANCING MOTIVATION IN FRENCH LANGUAGE LEARNING
Narzulloyeva Dilfuza Bahriddin qizi
Журнал инноваций нового века · 235–253 · 2026
Аннотация
This paper investigates the role of gamification in enhancing learner motivation in the context of French as a Foreign Language (FLE) education. As modern language classrooms increasingly integrate digital and interactive tools, gamified learning environments have emerged as a promising strategy to stimulate engagement and sustain interest among learners. This study reviews theoretical perspectives on motivation, particularly Self-Determination Theory, and examines empirical evidence on the use of gamification tools such as Kahoot, Duolingo and Quizlet. It also explores practical classroom applications through task-based gamified exercises designed to support vocabulary retention, grammar practice, and oral fluency. The findings suggest that gamification significantly boosts both extrinsic and intrinsic motivation, providing learners with a sense of autonomy, competition, and enjoyment. The paper concludes with pedagogical implications and suggestions for further research in technology-enhanced language instruction. KEYWORDS: Digital tools, task-based learning, language pedagogy, interactive learning, FLE, learner engagement. I. INTRODUCTION In recent years, language education has witnessed a paradigm shift towards more learner-centered and technology-integrated approaches. Among these, gamification the application of game elements in non-game contexts has gained prominence as a motivational tool in foreign language classrooms. In particular, the teaching of French as a Foreign Language has benefited from the incorporation of digital platforms and interactive tasks that foster learner engagement and enjoyment. This transformation aligns with the broader pedagogical goal of creating a dynamic and supportive environment where learners are both cognitively and emotionally involved in their learning journey. Motivation has long been recognized as a central factor in second language acquisition. According to Dörnyei (1998) and Gardner (1985), motivated learners are more likely to persist in language study, use strategies more effectively, and achieve higher proficiency levels. However, maintaining sustained motivation especially among beginner or intermediate learners can be a persistent challenge for instructors. Gamification has emerged as a viable solution, particularly due to its capacity to https://scientific-jl.com/new 22 99 66 Volume–77_Issue-1_May-2025 JOURNAL OF NEW CENTURY INNOVATIONS stimulate both intrinsic motivation (driven by curiosity and enjoyment) and extrinsic motivation (driven by rewards and recognition). This dual impact is well-explained by Deci and Ryan's Self-Determination Theory (1985), which emphasizes the importance of autonomy, competence, and relatedness in fostering lasting motivation. Several studies have explored the impact of gamification in various educational contexts. Hamari (2014) found that gamification enhances user engagement and performance in digital learning environments. Sanchez, Young, and Jouneau-Sion (2017) specifically examined gamification in FLE and reported significant improvements in learner participation, vocabulary acquisition, and classroom interaction. Similarly, Burden and Kearney (2016) highlighted the role of mobile-based gamified apps, such as Duolingo and Memrise, in promoting self-directed learning outside the classroom. Despite these promising findings, the application of gamification in FLE is still under-researched in certain educational contexts, particularly in traditional classroom settings where teachers may lack training in digital tools or pedagogical frameworks for game-based instruction. This study aims to address this gap by investigating how gamified strategies when systematically integrated into a French language curriculum can improve student motivation, engagement, and language retention. II. METHODS This study employed a qualitative-descriptive methodology to explore how gamification techniques can enhance learner motivation in French as a Foreign Language instruction. The approach was grounded in task-based language teaching (TBLT) and supported by constructivist learning theories, which emphasize active participation, collaboration, and contextualized language use. 1. Gamification Framework The theoretical foundation of this research rests on the growing body of literature highlighting the pedagogical potential of gamification in second and foreign language instruction. Gamification, defined by Deterding et al. (2011) as “the use of game elements in non-game contexts,” offers an innovative framework for enhancing learner motivation, engagement, and autonomy in the language learning process. In the context of French as a Foreign Language (FLE), gamification serves as a vehicle for making learning both goal-oriented and intrinsically rewarding. Drawing on frameworks established by Werbach & Hunter (2012) and the Self-Determination Theory (Deci & Ryan, 1985), this study operationalizes gamification through the implementation of specif
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Демо-превьюThis paper investigates the role of gamification in enhancing learner motivation in the context of French as a Foreign Language (FLE) education. Полный текст публикации CiteX не хранит — доступ к первоисточнику открывается по DOI согласно лицензии издателя и выбранному плану.
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- Digital tools, task-based learning, language pedagogy, interactive, interactive learning, FLE, learner engagement., KEYWORDS: Digital tools
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