THE IMPACT OF GAMIFICATION ELEMENTS ON THE MOTIVATION OF B2-LEVEL ENGLISH LEARNERS

Authors
  • Raximova Iroda Shuxrat qizi

    Aniq va ijtimoiy fanlar universiteti xorijiy til va adabiyoti 2 bosqich magiistri rahimovai352@gmail.com +998951661118
    Author
Abstract

Over the past decade, the integration of digital tools into foreign language pedagogy has significantly reshaped instructional practices. Among these innovations, gamification-the strategic application of game-based elements in non-game educational contexts-has emerged as a compelling motivator for learners across proficiency levels. However, B2-level English learners occupy a particularly sensitive position within the CEFR framework: they have surpassed intermediate competence yet require sustained motivation to master complex lexical, grammatical, and discursive structures characteristic of upper-intermediate proficiency.[1]

 

[1] Sawaguchi, Ryo. «Developing a CEFR-based diagnostic test to assess Japanese university students’ productive knowledge of lexical bundles.»Language Testing in Asia 15.1 (2025): 27.

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References

Cerón-Jordán, Carlos Fernando, et al. «Gamification and Grammar: The Role of Quizizz in Learning Verb Tenses Among A2 Students.»Horizon International Journal 3.1 (2025): 106-121.

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Sawaguchi, Ryo. «Developing a CEFR-based diagnostic test to assess Japanese university students’ productive knowledge of lexical bundles.»Language Testing in Asia 15.1 (2025): 27.

Sen, Ali. «Investigating a motivation model for gamified e-learning: A mixed methods approach.»Plymouth University Repository (2024).

Trinidad, Manuel, Mercedes Ruiz, and Alejandro Calderon. «A bibliometric analysis of gamification research.»IEEE Access 9 (2021): 46505-46544.

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Published
2025-11-30
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Articles