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.
References
REFERENCES
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15.
Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Wiley.
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan.
Zhang, H., Sung, Y. T., Hou, H. T., & Chang, K. E. (2020). The development and evaluation of an English vocabulary learning APP based on gamified design. Educational Technology & Society, 23(1), 80–92.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. Proceedings of the 47th Hawaii International Conference on System Sciences (HICSS), 3025–3034.