Авторы

  • Rozikova Zilola Tursunboy qizi,Mirtillayeva Nozima
    Chirchik State Pedagogical University 4th year student of the Faculty of Tourism, Foreign Language and Literature (English),Supervisor,Teacher of Chirchik State Pedagogical University

DOI:

https://doi.org/10.71337/inlibrary.uz.ifx.82470

Ключевые слова:

Gamification second language game-based learning teaching learning linguistic games communicative games information gap games guessing games search games matching games labeling games exchanging games.

Аннотация

This article is about gamification in english grammar lessons. In today’s rapidly developing world, the increase in demand and need for learning and teaching English is a natural situation. Therefore, many new methods have been devised by linguists to make it easier for students to teach English, especially English grammar.


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Original article

737

THE EFFECTIVENESS OF GAMIFICATION IN ENGLISH GRAMMAR LESSONS

Mirtillayeva Nozima

Chirchik State Pedagogical University

4

th

year student of the Faculty of Tourism,

Foreign Language and Literature (English).

Supervisor:

Rozikova Zilola Tursunboy qizi

Teacher of Chirchik State Pedagogical University

E-mail:

rozikova1625@gmail.com

z.rozikova@cspu.uz

Abstract:

This article is about gamification in english grammar lessons.

In today’s rapidly

developing world, the increase in demand and need for learning and teaching English is a natural

situation. Therefore, many new methods have been devised by linguists to make it easier for

students to teach English, especially English grammar.

Keywords:

Gamification, second language, game-based learning, teaching, learning, linguistic

games, communicative games, information gap games, guessing games, search games, matching

games, labeling games, exchanging games.

Annotatsiya:

Ushbu maqola ingliz tili grammatikasi darslarida o'yinlashtirish haqida. Hozirgi

jadal rivojlanayotgan dunyoda ingliz tilini o'rganish va o'qitishga bo'lgan talab va ehtiyojning

ortishi tabiiy holatdir. Shu bois talabalarga ingliz tilini, ayniqsa ingliz tili grammatikasini

o‘rgatishda qulaylik yaratish maqsadida tilshunos olimlar tomonidan ko‘plab yangi usullar ishlab

chiqilgan.

Kalit so'zlar:

Gamifikatsiya, ikkinchi til, oʻyinga asoslangan oʻrganish, oʻqitish, oʻrganish,

lingvistik oʻyinlar, kommunikativ oʻyinlar, axborot boʻshligʻi oʻyinlari, taxmin qilish oʻyinlari,

qidiruv oʻyinlari, mos keladigan oʻyinlar, etiketkalash oʻyinlari, oʻyinlar almashish.

INTRODUCTION

Traditional teaching strategies frequently concentrate on a single learning domain, such

as the cognitive or psychomotor domain. Contrarily, this hardly satisfies the criteria of

knowledge, competence, and attitude. As a result, teaching strategies that concentrate on a single

learning area both impede active learning and cause learning to be delayed or stopped by

lowering students' motivation. Students must employ multiple abilities at once to solve problems

in the real world in order to develop the new century skills [1]. This requires the development of

the learning environments which consider new teaching strategies and surroundings. Even

though traditional methods have been refined over hundreds of years and include tremendously

valuable and useful knowledge, today's children need much more. Teaching a language is a


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Original article

738

complicated process which requires considering and applying a method while performing it and

is conducted through a method in a language class, whether foreign language learners (FL) are

very keen in studying grammar. They often ask their teachers to teach them the essentials of the

FL grammar that allow them to reduce set of complicated rules. The current article is devoted to

the study of effectiveness of games in teaching grammar to learners with different levels[2].

This work represents the range of scientific works on this study by different scientists. This

work shows the ideas, opinions and facts of different scientists related to the study of games.

Therefore, the purpose of the study was to prove the effectiveness of games in teaching grammar

as sub-skill to learners. In order to ensure the implementation of the President’s decisions on

further improvement of the system of learning foreign languages, many important works are

being carried out in our country. According to the opinion of our head of state, in order to

perfectly master his field and compete at the world level, every business owner must be able to

understand and speak a foreign language fluently. It is known that it is very important to take

into account the age and psychological state of learners when teaching a foreign language.

Special attention should be paid to this, especially when teaching a foreign language to young

children. In the decisions of our country’s president, attention has been paid to this issue, that is,

grammar material is not provided to first graders in foreign language teaching. According to the

definitions given in the dictionaries, “grammar is a system of rules and principles followed in the

construction of oral and written speech; is a science that studies the structure of words and

sentences” [3].

METHODS

Gamification in this context considers the requirements and objectives of users by offering

an intrinsic motivation coupled with dedication. The game's rules and manner of thinking,

according to Zichermann and Cunningham , are created to hold players' interest and facilitate

problem-solving. The term "gamification" was first used in the disciplines of digital media and

marketing, but since it has also been applied to other fields [4]. Gamification is also cited as

being extremely helpful in learning by Pappas as listed below:

a)Gamification will inspire interest in and dedication to the lesson,

b) The idea of e-learning will be both enjoyable and educational,

c) The information will become permanent,

d) Students will have the chance to experience their real lives;

e) It will offer an effective learning environment. Theoretic Approaches in Gamification Along

with the fact that gamification contains important parts of the game elements, motivation and

motivational behavior change are seen on the basis of gamification. In this context, taking into

account the theoretical approaches in gamification studies in the field of education, Malone

Motivation Model, Self-determination Theory and Fogg Behavior Model are the main

approaches that should be emphasized [5].

These three approaches will help to achieve a better result by understanding the

psychological basis of gamification in the process of implementing gamification on a system.

The most effective way to interest children in the early stages of learning English is to organize


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lessons with various interactive games. Grammar lessons organized with the help of games are

also very interesting. In this place, scientists expressed such opinions about games. According to

Haldfield : “A game is an activity with rules, a goal and an element of fun… Games should be

regarded as an integral part of the language syllabus, not as an amusing activity for Friday

afternoon or for the end of the term.” This definition highly evaluates the importance of games in

teaching. Haldfield adds: “Games can be used at all stages of the progression from controlled to

free practice, serving at one end of the range as a memory aid and repetition drill, at the other as

a chance to use the language freely and as a means to an end rather than an end in itself. They

can also serve as a diagnostic tool for teacher, who can note areas of difficulty and take

appropriate remedial action.” Haldfield further emphasizes the effective use of games. Students

are always lazy to do the tasks. Therefore, games are used suitably in the way in which learners

are led to participate in the games so that learners can have a chance to practice or use the new

language items they have just learnt eagerly and willingly instead of forcing them to do the tasks

unwillingly. It is more effective in a way that students can play and learn at the same time.

RESULT

One significant challenge faced by English teachers is to keep their students engaged and

interested in the learning activities. The majority of the students refuse to be involved in the

activities due to shyness, fear of making mistakes, and low self-confidence. A study by

Kamiluddin noted that numerous studies were carried out in the past, revealing that ESL

students were more likely to achieve better improvement in learning the language when they

were well-motivated, and their learning preferences were accommodated proportionally [6].

Mufidah indicated that digital game-based learning, would reduce foreign language learning

anxiety among students and promote better grammar achievement. In this study, gamification is

being used to enhance ESL learners’ positive attitudes in the classroom toward learning English.

The students need to have an interest in the subject and motivation to participate in the classroom.

In addition, the lesson must be engaging enough for students to stay focused throughout the

lesson which enhances their understanding of the subject matter. Teachers need to create a

learning environment where students feel more comfortable and willing to participate in the

learning tasks without much stress and anxiety. Gamification has been used by teachers,

including Malaysian English teachers has shown positive effects in enhancing the teachers’

teaching pedagogies to increase students’ motivation and interest in learning English [7].

Gamification is an innovative approach to education that is continuously emerging. Since the

pandemic, English teachers have been exposed to many digital applications that can be used in

their teaching and learning. Some of the most popular tools that are widely used among teachers

are Kahoot, Quizizz, Quizlet, and Wordwall. Games are student-focused activities requiring

active involvement of learners. In Crookall’s opinion, learners and teachers change their roles

and relations through games and learners are encouraged to take active role in their learning

process. As a result, games provide learners with a chance to direct their own learning. From an

instructional view point, creating a meaningful context for language use is another advantage

that games present. By using games, teachers can create contexts which enable unconscious

learning because learners’ attention is on the message, not on the language. Therefore, when they

completely focus on a game as an activity, students acquire language in the same way that they

acquire their mother tongue, that is, without being aware of it [8].

DISCUSSION


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In this study, the effectiveness of gamification in teaching and learning ESL was analyzed

along three dimensions: 1) learning interest, 2) motivation, and 3) engagement. Among the 40

students participating in this study, 22 are males and 18 females, with the age of 16 years old.

For each of these dimensions, participants indicated their agreement or disagreement on a 4-

point Likert scale (“strongly disagree”, “disagree”, “agree”, “strongly agree”) to several related

descriptors. The results for each dimension are discussed in detail. The effectiveness of

gamification was the subject of a year-long study by University of Colorado Denver professor

Traci Sitzmann. She gathered data from 6,476 adults in total [9]. The results showed that learners

who learned in the following manner improved most quickly :

a)

Skill-based knowledge level increased by 14%

b)

Factual-knowledge level increased by 11%

c) Retention of material learnt increased by 9% Technology has a crucial role in EFL classrooms

and enhances students' interest. Shyamlee and Phil (2012) claimed that;

The last two decades have deposed a revolution due to incipience of technology, and has

shifted the dynamics of various industries, and has also affected the industries and the way

people communicate and work in the society. This speedy rising and advancement of

information technology has proposed a greater pattern to explore the new teaching model. As a

result, technology plays a highly important role in English teaching. The use of games in the

classroom environment attracts students' interest and boosts their motivation to meet learning

objectives, according to a 2018 study by Bicen & Kocakoyun [10]. Consequently, gamification

might be utilised as a successful learning method when instructing. Çakıroğlu et al. used

gamification techniques to investigate the relationship between student engagement and

academic success[12]. The study involved 37 college students, ranging in age from 18 to 24. The

use of gamification in the classroom was found to increase students' engagement and academic

achievement. There aren't many studies that concentrate on how gamified learning affects

students' achievement in a particular area of language acquisition, such vocabulary learning. The

pretest posttest quasi-experimental study on two separate groups of engineering students done by

Yip and Kwan is one of these investigations. Websites provided assistance with the group's

vocabulary instruction. Contrarily, the control group studied the words in the conventional way.

The outcomes demonstrated that the experimental group outperformed the control group in terms

of academic growth [13].

CONCLUSION

The purpose of this research is to show the intervention of other gamification applications for

education to be used in the English classroom environment. The tools chosen are Class Dojo and

Genially, which aims to stimulate students’ interest, motivation and engagement within the

subject. Even if these applications are not widely used among Malaysian teachers, this study is

essential in giving researchers a platform to evaluate how well these two teaching methods work

for all students when it comes to teaching and learning ESL. The results indicated that using

gamification in the classroom can be an effective way in teaching and learning especially in the

subject of English due to its’ positive outcome to stimulate learners in increasing their learning

interest, motivation and engagement. However, it should be noted that these findings are based

on the implementation of only two gamification tools in the ESL classroom. Teaching young

learners is a very demanding issue that needs consideration. Research in Turkey has shown that

only 35% of pre-service teachers of English believe that their teacher education curriculum


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prepare them as effective teachers of English that can teach young learners successfully. This

problematic issue is important because the teacher should come up with the most suitable

activities and tasks to teach young learners. As such, games are one of the best ways to direct

young learners’ energy not only to grammar learning, but also too many skills and areas of the

language. It should be taken into consideration that as learners are young ones, teaching them

through games require special effort from the teacher.

References.

1. Institut Pendidikan Guru Kampus Dato’ Razali Ismail Teaching English Grammar in

Malaysian Primary schools Manual for short cource. Malaysia. 2008. P: 46-49.

2. Greenall. S. (199O). Language games and activities. Hulton educational publications Ltd,

Britain.P:23

3. Caillois, R.. (1957-36). Les jeux et les hommes. Paris: Gallimard.

4. Hadfield, J. (1990). A collection of games and activities for low to mid-intermediate students

of English: Intermediate communication games. Hong Kong: Thomus and Nelson and Nelson

and Sons. Pp-89-93.

5. Hadfield, J. (1999). Beginners’ communication games. Longman.Pp-134.

6. Lee, W. R.. (1991-101). Language teaching: Games and Contests. Oxford: Oxford University

Press..

7. Mccallum, G.P. (1980). 101 Word Games. 1st Edition. USA: Oxford University Press.Pp-111.

8. Knappe G. Idioms and Fixed Expressions in English Language Study before 1800. Peter lang,

2004-89.

9. Murphy, L. (2003). Lexical Meaning. Cambridge University Press.Pp-213

10. Miller, G. A. (1995). "WordNet: A Lexical Database for English." Communications of the

ACM, 38(11), 39-41.

11. Nguyen, T. B. Y. (2010). Teaching and learning grammar through games in the tenth grade

at Hung Vuong high school. HCM city: M.A thesis at the University of Social Sciences and

Humanities, Vietnam National University- HCM City.Pp-123.

12. Nguyen, L. H. (2005). How to teach grammar communicatively. HCM city: M.A thesis at

the University of Social Sciences and Humanities, Vietnam National University- HCM City. Pp-

345-349.

13. Rixon, S. (1999-89). Young learners of English: Some research perspectives. London:

Longman.

Библиографические ссылки

Institut Pendidikan Guru Kampus Dato’ Razali Ismail Teaching English Grammar in Malaysian Primary schools Manual for short cource. Malaysia. 2008. P: 46-49.

Greenall. S. (199O). Language games and activities. Hulton educational publications Ltd, Britain.P:23

Caillois, R.. (1957-36). Les jeux et les hommes. Paris: Gallimard.

Hadfield, J. (1990). A collection of games and activities for low to mid-intermediate students of English: Intermediate communication games. Hong Kong: Thomus and Nelson and Nelson and Sons. Pp-89-93.

Hadfield, J. (1999). Beginners’ communication games. Longman.Pp-134.

Lee, W. R.. (1991-101). Language teaching: Games and Contests. Oxford: Oxford University Press..

Mccallum, G.P. (1980). 101 Word Games. 1st Edition. USA: Oxford University Press.Pp-111.

Knappe G. Idioms and Fixed Expressions in English Language Study before 1800. Peter lang, 2004-89.

Murphy, L. (2003). Lexical Meaning. Cambridge University Press.Pp-213

Miller, G. A. (1995). "WordNet: A Lexical Database for English." Communications of the ACM, 38(11), 39-41.