EuroGlobal Journal of Linguistics and Language Education. · 2024 · 11 citations · 0 references
EducationEducational TechnologyTeachingLanguage EducationLanguage ProficiencySecond Language EducationContent-based Language InstructionEducational Game DesignEnglish Language LearningGame-based LearningSecond Language AcquisitionSerious GamesCritical Thinking InstructionDigital Game-based LearningGamification In LearningGamified EngagementGamified LearningInstructional GamesL2 Vocabulary AcquisitionLearning
This study explores the use of gamification in teaching English to 70 students in Azerbaijan, aged 11 to 17, with varying proficiency levels ranging from below A1 to B1. Tailored games were implemented to address the needs of beginners, intermediates, and advanced learners, fostering engagement, vocabulary acquisition, grammar improvement, and critical thinking. The results highlight the effectiveness of level-appropriate games in enhancing language skills, despite challenges such as diverse preferences and proficiency gaps. Recommendations for integrating digital gaming platforms and studying long-term impacts are provided to guide future research and practice.