THE USE OF GAMIFICATION IN ENHANCING VOCABULARY ACQUISITION FOR EFL LEARNERS

Authors

  • Behruzkhon Yuldoshev Behzod ugli Student of the Uzbekistan State World Languages University

Keywords:

Keywords: Gamification, vocabulary acquisition, EFL, language learning, learner motivation

Abstract

Abstract: This article explores the role of gamification in enhancing vocabulary acquisition among learners of English as a Foreign Language (EFL). Gamification, the integration of game elements such as points, badges, leaderboards, and challenges into learning activities, has gained prominence as an innovative approach in language education. By promoting engagement, motivation, and interactive learning, gamified approaches facilitate better retention and active use of English vocabulary. The article discusses benefits, challenges, and practical strategies for implementing gamification in EFL classrooms.

References

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• 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, 9–15.

• Reinhardt, J., & Sykes, J. (2014). Language at Play: Digital Games in Second and Foreign Language Teaching and Learning. Pearson.

• Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work?—A Literature Review of Empirical Studies on Gamification. 47th Hawaii International Conference on System Sciences, 3025–3034.

• Godwin-Jones, R. (2019). Using Mobile Technology to Develop Language Skills and Cultural Understanding. Language Learning & Technology, 23(3), 4–17.

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Published

2025-11-01

How to Cite

Behruzkhon Yuldoshev Behzod ugli. (2025). THE USE OF GAMIFICATION IN ENHANCING VOCABULARY ACQUISITION FOR EFL LEARNERS. NEW SCIENTIFIC PERSPECTIVES AT THE INTERSECTION OF LANGUAGE, CULTURE, AND TECHNOLOGY, 1(2), 59–62. Retrieved from https://worldconferences.us/index.php/nsp/article/view/366