Gamification in ESL/EFL Classrooms: Using Game-Based Learning Platforms Such as Kahoot and Quizlet to Motivate Students and Improve Language Skills

Authors

  • Dilorom Amiritdinova Sаmаrkаnd Stаtе Institutе of Forеign Lаnguаgеs, Tеаchеr of thе dеpаrtmеnt of Еnglish thеory аnd prаcticе Author
  • Ruxshona Normurodova Student at Samarkand State Institute of Foreign Languages Author

DOI:

https://doi.org/10.2024/nv98z705

Keywords:

gamification, ESL, EFL, game-based learning, Kahoot, Quizlet, language skills, student motivation, engagement, vocabulary acquisition

Abstract

Gamification in ESL/EFL classrooms has emerged as a powerful approach to boost student motivation and engagement while enhancing language skills. Game-based learning platforms, such as Kahoot and Quizlet, provide interactive and enjoyable opportunities for students to practice vocabulary, grammar, listening, and reading in a dynamic, competitive environment. This article examines the impact of using these tools on language acquisition, focusing on student motivation, participation, and performance. By integrating elements of gamification, educators can transform traditional language exercises into immersive activities that foster enthusiasm and improve retention, leading to more effective language learning outcomes.

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Published

2024-11-09

How to Cite

Amiritdinova, D., & Normurodova, R. (2024). Gamification in ESL/EFL Classrooms: Using Game-Based Learning Platforms Such as Kahoot and Quizlet to Motivate Students and Improve Language Skills. Conference Proceedings: Fostering Your Research Spirit, 557-559. https://doi.org/10.2024/nv98z705