Gamification in the EFL Classroom: Enhancing Learner Engagement and Language Proficiency through Digital Game-Based Learning

ORIGINAL SOURCE
Originally published in INTERNATIONAL CONFERENCE ON MODERN DEVELOPMENT OF PEDAGOGY AND LINGUISTICS; Vol. 2 No. 4 (2025): INTERNATIONAL CONFERENCE ON MODERN DEVELOPMENT OF PEDAGOGY AND LINGUISTICS; 10-12.

Nafosat, Mirvafoeva (2025) Gamification in the EFL Classroom: Enhancing Learner Engagement and Language Proficiency through Digital Game-Based Learning. INTERNATIONAL CONFERENCE ON MODERN DEVELOPMENT OF PEDAGOGY AND LINGUISTICS; Vol. 2 No. 4 (2025): INTERNATIONAL CONFERENCE ON MODERN DEVELOPMENT OF PEDAGOGY AND LINGUISTICS; 10-12.

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Abstract

Gamification, or the use of game elements in non-game environments, has emerged as a transformative method for English as a Foreign Language (EFL) instruction.  This study investigates how digital game-based learning (DGBL) affects learner engagement, motivation, and language competency among secondary-level EFL students in Uzbekistan.  The study shows, using a mixed-methods approach that includes classroom observation, pre- and post-tests, and student interviews, that gamified learning environments promote active involvement, reduce language fear, and improve communicative competency.  The findings highlight the pedagogical value of integrating gaming dynamics with language learning objectives, as well as practical techniques for EFL teachers looking to establish dynamic, learner-centered classrooms.

Item Type: Article
Additional Information: Imported from ICMDPL Conference
SWORD Depositor: Admin User
Depositing User: Admin User
Date Deposited: 24 Sep 2026 22:41
Last Modified: 24 Sep 2026 22:41
URI: https://universalpublishings.uz/id/eprint/9081

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