Gamification in ESL/EFL Classrooms: Using Game-Based Learning Platforms Such as Kahoot and Quizlet to Motivate Students and Improve Language Skills
DOI:
https://doi.org/10.2024/nv98z705Keywords:
gamification, ESL, EFL, game-based learning, Kahoot, Quizlet, language skills, student motivation, engagement, vocabulary acquisitionAbstract
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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Copyright (c) 2024 Dilorom Amiritdinova, Ruxshona Normurodova (Author)
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