THE ROLE OF GAMIFICATION IN MOBILE-ASSISTED LANGUAGE LEARNING: ENHANCING STUDENT ENGAGEMENT THROUGH TELEGRAM
Keywords:
Mobile-Assisted Language Learning, MALL, Telegram, gamification, student engagement, language acquisitionAbstract
The use of mobile devices, including smartphones and tablets, to support language learning is known as mobile-assisted language learning, or MALL. Platforms like Telegram are growing in popularity in educational settings as a result of the introduction of social media and communication apps. Gamification, which incorporates game-like aspects into learning activities to boost motivation and engagement, is one of the creative strategies used in MALL. This study examines how gamification can improve student involvement in language learning using Telegram, emphasizing the app's capacity to create a dynamic, engaging, and interactive learning environment.
Mobile-Assisted Language Learning (MALL) refers to the use of mobile technologies, such as smartphones and tablets, to support language learning. In recent years, social media and communication apps like Telegram have created new opportunities for enhancing the learning experience. One of the innovative approaches in MALL is gamification, which incorporates game-like elements to boost student engagement and motivation. This paper explores how gamification, when applied to the Telegram platform, can enhance student involvement in language learning. It highlights the role of gamification in creating an interactive, fun, and motivating environment that helps learners stay engaged and achieve better outcomes.
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References
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