Mualliflar

  • Mamarajabova Farangiz Baxramovna

DOI:

https://doi.org/10.71337/inlibrary.uz.tadqiqotlar.96061

Kalit so‘zlar:

Keywords: game-based learning motivation young learners EFL classroom engagement learning environment questionnaires classroom observations

Annotasiya

 
Abstract 
This study investigates the impact of game-based learning (GBL) on motivation 
among  young  learners  in  English  as  a  Foreign  Language  (EFL)  classrooms. 
Recognizing  motivation  as  a  critical  factor  in  successful  language  acquisition,  the 
research explores whether integrating educational games enhances student engagement 
and enthusiasm. A quasi-experimental design was implemented with two groups of 7–
10-year-old learners over an eight-week period. The experimental group participated 
in  regular  game-based  activities,  while  the  control  group  received  traditional 
instruction.  Data  were  collected  through  motivation  questionnaires  and  classroom 
observations.  Results  indicated  a  significant  increase  in  motivation  levels  among 
students exposed to GBL, with higher participation and enjoyment observed during 
lessons. These findings highlight the potential of GBL as an effective strategy to foster 
intrinsic motivation and create more dynamic EFL learning environments. The study 
suggests incorporating varied and age-appropriate games into young learners' curricula 
to support language development. 


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GAME-BASED LEARNING AND ITS IMPACT ON MOTIVATION IN

YOUNG EFL CLASSROOMS

Mamarajabova Farangiz Baxramovna

English as a Foreign Language (EFL)

Teacher at General Education School

No. 40, Shurchi District.

Abstract

This study investigates the impact of game-based learning (GBL) on motivation

among young learners in English as a Foreign Language (EFL) classrooms.
Recognizing motivation as a critical factor in successful language acquisition, the
research explores whether integrating educational games enhances student engagement
and enthusiasm. A quasi-experimental design was implemented with two groups of 7–
10-year-old learners over an eight-week period. The experimental group participated
in regular game-based activities, while the control group received traditional
instruction. Data were collected through motivation questionnaires and classroom
observations. Results indicated a significant increase in motivation levels among
students exposed to GBL, with higher participation and enjoyment observed during
lessons. These findings highlight the potential of GBL as an effective strategy to foster
intrinsic motivation and create more dynamic EFL learning environments. The study
suggests incorporating varied and age-appropriate games into young learners' curricula
to support language development.

Keywords

: game-based learning, motivation, young learners, EFL, classroom

engagement, learning environment, questionnaires, classroom observations

Introduction.

The significance of motivation in the process of learning a foreign language,

especially among young learners, has long been recognized by educators and
researchers alike. Motivation serves as a driving force that directly influences a
learner’s willingness to engage with and sustain language learning activities (Dörnyei,
2001). Within the context of English as a Foreign Language (EFL) instruction,
maintaining high levels of motivation among young learners is particularly important,
as their cognitive, emotional, and social development stages demand instructional
methods that are engaging, interactive, and playful. In this regard, game-based learning
(GBL) has emerged as a promising pedagogical strategy that leverages the natural
tendencies of young learners towards play, thus enhancing both their enjoyment and
language acquisition (Reinders & Wattana, 2015).


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Game-Based Learning refers to the use of games and playful elements for

educational purposes, where learning objectives are integrated into game mechanics
and environments (Gee, 2003). In language education, GBL offers numerous benefits,
including creating low-anxiety environments, encouraging risk-taking, and providing
immediate feedback, all of which are crucial for young EFL learners (Wright,
Betteridge, & Buckby, 2006). Games offer opportunities for repetition, practice, and
meaningful use of language in ways that traditional methods may not always achieve.
Furthermore, incorporating games caters to different learning styles by combining
visual, auditory, and kinesthetic modalities, thereby making the learning experience
more inclusive and effective (Hadfield, 1999).

Despite the apparent advantages, empirical investigations into the specific

effects of GBL on young EFL learners' motivation remain relatively scarce. Many
studies have focused either on adult learners or on overall language proficiency
outcomes rather than isolating the motivational aspects for younger age groups. As
Dörnyei and Ushioda (2011) argue, young learners' motivation is often dynamic and
sensitive to immediate classroom conditions, suggesting that playful, interactive
methods like GBL could have a uniquely strong impact. Yet, there is a need for more
focused research to understand how structured game-based approaches influence
motivational factors such as engagement, persistence, and intrinsic interest among
young EFL learners.

The purpose of the present study is to explore the impact of game-based learning

activities on the motivation levels of young EFL learners aged 7 to 10 years.
Specifically, it seeks to determine whether integrating structured educational games
into regular classroom instruction leads to higher levels of engagement, enjoyment, and
willingness to participate compared to traditional non-game-based teaching methods.
Two main research questions guide the study: (1) How does game-based learning
influence young learners’ motivation in EFL classrooms? (2) Which types of games
are perceived as most motivating by learners?

By focusing on the motivational outcomes of GBL, this study aims to contribute

to the growing div of literature advocating for learner-centered and engaging
pedagogical approaches in EFL education. It is hoped that the findings will provide
practical implications for teachers, curriculum designers, and educational
policymakers seeking to enhance young learners' motivation and overall language
learning success through innovative instructional strategies.

Methodology.

This study adopted a

quasi-experimental design

incorporating pre-test and

post-test measures to explore the impact of game-based learning (GBL) on young EFL
learners' motivation. Quasi-experimental designs are appropriate when random
assignment is impractical but a comparative analysis between an experimental and a


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control group is desired (Creswell, 2012). Two intact classes were selected: one
participated in GBL activities, while the other received traditional instruction. The
intervention lasted for eight weeks, providing a sufficient timeframe to observe
motivational changes.
The participants were

48 young EFL learners

aged between

7 and 10 years

, drawn

from two second-grade classes in a private language school. Each class contained 24
students. All participants shared a similar linguistic background and had at least one
year of prior English learning experience. Participation was voluntary, and written
consent was obtained from parents or guardians. The study strictly adhered to ethical
research standards for work involving minors, following the guidelines outlined by
Punch (2002).

The research was conducted in a private language school located in an urban

environment, where classes met three times per week for 60 minutes per session. Both
classrooms were similarly resourced, containing interactive whiteboards and
projectors. However, the experimental group primarily engaged with low-tech
materials such as flashcards, board games, and role-play props to maintain accessibility
and practicality. These conditions helped ensure that differences in motivation levels
could be attributed to the learning method rather than extraneous factors.

To measure motivation, several data collection instruments were employed. The

primary tool was a

Motivation Questionnaire for Young Learners

, adapted from

Gardner’s (1985) Attitude/Motivation Test Battery (AMTB), and modified into a child-
friendly format using smiley-face Likert scales. Additionally,

Classroom Observation

Checklists

were utilized to record behavioural indicators such as active participation,

enthusiasm, and attentiveness during lessons, based on a framework suggested by
Richards (2001). To supplement quantitative data,

Teacher Diaries

were maintained

throughout the intervention period to document reflective notes and anecdotal evidence
concerning student engagement and behavioural changes.

The procedure began with the administration of a motivation pre-test to both

groups. During the intervention phase, the experimental group was regularly exposed
to various game-based activities, including vocabulary bingo, sentence-making races,
role-play performances, and online quiz games like Kahoot. In contrast, the control
group continued with traditional EFL instruction cantered on drills, textbook exercises,
and worksheets. Both groups covered identical language content to ensure instructional
consistency. After eight weeks, a post-test was conducted, and observational data were
collected for analysis.

The analysis involved both quantitative and qualitative methods. Pre-test and

post-test questionnaire scores were compared within each group using

paired sample

t-tests

to detect internal changes. Additionally,

independent sample t-tests

were

conducted to determine statistical differences between the experimental and control


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groups. The significance level was set at

p < .05

. Effect sizes were calculated using

Cohen’s d

to assess the strength of any observed differences (Field, 2013). Qualitative

data from observation checklists and teacher diaries were thematically analysed to
identify recurring patterns related to motivation and engagement behaviours.

Results

The quantitative findings from the motivation questionnaires indicated a

significant improvement in the experimental group’s motivation levels following the
integration of game-based learning (GBL) activities. A

paired sample t-test

revealed

that the experimental group’s mean motivation score increased from

3.2 (pre-test)

to

4.1 (post-test)

on a five-point scale. This difference was statistically significant at

p <

.001

, suggesting a strong positive effect of GBL on learners’ motivation. In contrast,

the control group showed a negligible change, with a mean pre-test score of

3.3

and a

post-test score of

3.4

, and the difference was not statistically significant (

p = .24

).

These results are consistent with previous studies, such as those by Hung (2015), which
demonstrate that integrating playful elements into instruction can significantly enhance
motivation among language learners.

An

independent sample t-test

comparing the post-test motivation scores

between the experimental and control groups further confirmed the positive impact of
GBL. The experimental group’s post-test scores were significantly higher than those
of the control group (

t(46) = 4.52, p < .001

). The calculated effect size, using

Cohen’s

d = 1.28

, indicated a large effect, demonstrating that GBL produced substantial gains

in learner motivation. These findings align with research by Reinders and Wattana
(2015), who also found large motivational gains in EFL classrooms using game-based
learning frameworks.

Observational data collected through classroom checklists provided additional

qualitative support for the quantitative findings. Students in the experimental group
exhibited higher levels of active participation, such as volunteering for activities,
enthusiastically responding to prompts, and collaborating eagerly with peers during
tasks. The average participation frequency during game-based lessons was recorded as

85%

, compared to

60%

in traditional lessons observed in the control group. These

behavioural indicators are in line with Ushioda’s (2011) assertion that learner
engagement is a key visible manifestation of underlying motivational states.
Teacher diaries offered further insight into classroom dynamics throughout the
intervention. Teachers reported that students in the experimental group consistently
demonstrated excitement before game-based sessions, frequently requested to repeat
games, and often showed increased willingness to use English spontaneously. Several
diary entries emphasized that even typically shy students became more active during
game sessions. Such anecdotal evidence supports the findings of Sylvén and Sundqvist


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(2012), who noted that playful learning environments can significantly reduce affective
barriers, thereby promoting language use and motivation.
In summary, both quantitative and qualitative data converged to illustrate that GBL had
a significant and positive impact on the motivation levels of young EFL learners. The
increase in motivation was not only statistically measurable but also observable in
classroom behaviours and teacher reflections, reinforcing the argument that GBL is an
effective strategy for enhancing engagement and fostering a more dynamic learning
environment for young learners.

Discussion

The findings of this study provide strong evidence that game-based learning

(GBL) significantly enhances motivation among young EFL learners. The substantial
increase in motivation scores within the experimental group, alongside the
observational and diary data, underscores the powerful role that games can play in
fostering more engaging and dynamic language learning environments. These results
support the theoretical view that intrinsic motivation, fuelled by enjoyment and
meaningful interaction, is a central factor in successful language acquisition (Deci &
Ryan, 2000).
One key interpretation of the findings is that games create an emotionally supportive
environment, which lowers anxiety and encourages active participation. According to
Krashen’s (1982) Affective Filter Hypothesis, language learning is more effective
when learners experience low anxiety and high motivation. In the present study,
students exposed to GBL activities consistently displayed behaviours indicating
lowered affective filters, such as volunteering answers, initiating communication, and
eagerly participating in English tasks. These observations align with previous research
by Sylvén and Sundqvist (2012), who found that playful environments outside formal
learning also significantly boosted learners' willingness to use a second language.
Moreover, the use of varied games such as vocabulary bingo, sentence-making races,
and interactive quizzes provided opportunities for meaningful repetition, immediate
feedback, and authentic use of language structures. As emphasized by Wright,
Betteridge, and Buckby (2006), games offer natural contexts for language practice,
making learning more meaningful and memorable. In this study, the combination of
physical movement, competition, collaboration, and humour embedded within games
seemed particularly effective in sustaining attention and fostering positive emotional
experiences with English language learning.

Importantly, the large effect size found in this study (

Cohen’s d = 1.28

) suggests

that the motivational benefits of GBL were not marginal but substantial. This finding
mirrors results from Reinders and Wattana (2015), who demonstrated that digital
game-based environments could significantly enhance motivation and willingness to
communicate among EFL learners. However, while digital games were used in their


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study, this research focused mainly on traditional, low-tech classroom games,
suggesting that even without sophisticated technology, game-based methodologies can
have significant motivational impacts when appropriately designed.

Despite these promising results, some limitations must be acknowledged. First,

the relatively short duration of the intervention (eight weeks) may not fully capture
long-term motivational trends. Motivation, particularly among young learners, can
fluctuate based on numerous classrooms, individual, and contextual factors (Dörnyei
& Ushioda, 2011). Longer longitudinal studies would be beneficial to examine whether
the motivational effects of GBL are sustained over time and whether they translate into
measurable language proficiency gains. Secondly, this study was conducted in a private
school setting with motivated students; future research should investigate how GBL
operates in more diverse educational contexts, including public schools with larger
class sizes or mixed-ability groups.

Practical implications for teaching are clear. Teachers of young EFL learners are

encouraged to integrate a variety of structured games into their lesson planning.
Selecting games that are age-appropriate, linguistically relevant, and balanced between
competition and cooperation can maximize motivational benefits. As Hadfield (1999)
suggests, games should not only be fun but should also reinforce specific language
skills or concepts in a systematic way.

In conclusion, the study reinforces the value of game-based learning as a potent

tool for enhancing motivation in young EFL classrooms. When thoughtfully
implemented, GBL strategies can help create classrooms where learners feel engaged,
enthusiastic, and willing to take the risks necessary for effective language acquisition.
These findings contribute to a growing div of evidence supporting learner-cantered,
playful approaches to foreign language instruction, offering practical pathways for
teachers seeking to motivate and inspire young learners.

Conclusion.

The present study set out to investigate the impact of game-based learning (GBL)

on the motivation of young learners in English as a Foreign Language (EFL)
classrooms. Through a quasi-experimental design involving motivation questionnaires,
classroom observations, and teacher diaries, it was found that the integration of game-
based activities significantly increased learners’ motivation compared to traditional
instructional methods. Students exposed to GBL demonstrated higher engagement
levels, greater enthusiasm for classroom participation, and a more positive attitude
toward learning English. These findings align with previous research that highlights
the importance of affective factors and learner-centred approaches in successful
language education (Deci & Ryan, 2000; Reinders & Wattana, 2015).

The motivational benefits observed in this study suggest that GBL is not merely

an entertaining addition to language lessons but a powerful pedagogical strategy that


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addresses the emotional, cognitive, and social needs of young learners. By providing
opportunities for meaningful communication, lowering anxiety, and enhancing
intrinsic motivation, games create a classroom environment where young students are
more willing to take linguistic risks and persist in challenging tasks. In line with
Krashen’s (1982) Affective Filter Hypothesis, reducing learners' anxiety and
increasing their motivation through playful activities proved essential in maximizing
their potential for language acquisition.

However, the study also acknowledged certain limitations that warrant

consideration. The relatively short eight-week intervention period may not fully
capture the long-term effects of GBL on sustained motivation and language proficiency
development. Additionally, the study was limited to a private school context, which
may not fully represent more diverse educational settings. Future research should
therefore aim to conduct longitudinal studies and expand participant demographics to
ensure greater generalizability of results.

Despite these limitations, the practical implications of the study are clear. EFL

teachers working with young learners are encouraged to thoughtfully integrate game-
based activities into their instruction, ensuring that games are not only engaging but
also aligned with curricular objectives. Careful selection of games that balance
competition, cooperation, and linguistic relevance can maximize both motivational and
educational benefits. Furthermore, teacher training programs should highlight GBL
strategies as part of effective methodologies for teaching English to young learners.

In conclusion, the findings of this study reinforce the idea that motivation is a

key determinant of successful language learning, and that game-based learning offers
a viable and effective approach to fostering motivation in young EFL classrooms. By
embracing playful, learner-centred strategies, educators can create more dynamic,
inclusive, and motivating language learning environments, ultimately contributing to
better language outcomes for young students.

References.

1.

Creswell, J. W. (2012).

Educational research: Planning, conducting, and

evaluating quantitative and qualitative research

(4th ed.). Pearson.

2.

Deci, E. L., & Ryan, R. M. (2000). The "what" and "why" of goal pursuits:
Human needs and the self-determination of behavior.

Psychological Inquiry

,

11(4), 227–268.

3.

Dörnyei, Z. (2001).

Motivational strategies in the language classroom

.

Cambridge University Press.

4.

Dörnyei, Z., & Ushioda, E. (2011).

Teaching and researching motivation

(2nd

ed.). Routledge.

5.

Field, A. (2013).

Discovering statistics using IBM SPSS statistics

(4th ed.). Sage.


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6.

Gardner, R. C. (1985).

Social psychology and second language learning: The

role of attitudes and motivation

. Edward Arnold.

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Gee, J. P. (2003).

What video games have to teach us about learning and

literacy

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Hadfield, J. (1999).

Intermediate communication games

. Longman.

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learning: A case study.

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, 18(2), 74–86.

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Krashen, S. D. (1982).

Principles and practice in second language acquisition

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adults?

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Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in
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Curriculum development in language teaching

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Sylvén, L. K., & Sundqvist, P. (2012). Gaming as extramural English L2
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Bibliografik manbalar

References.

Creswell, J. W. (2012). Educational research: Planning, conducting, and

evaluating quantitative and qualitative research (4th ed.). Pearson.

Deci, E. L., & Ryan, R. M. (2000). The "what" and "why" of goal pursuits:

Human needs and the self-determination of behavior. Psychological Inquiry,

(4), 227–268.

Dörnyei, Z. (2001). Motivational strategies in the language classroom.

Cambridge University Press.

Dörnyei, Z., & Ushioda, E. (2011). Teaching and researching motivation (2nd

ed.). Routledge.

Field, A. (2013). Discovering statistics using IBM SPSS statistics (4th ed.). Sage. 6. Gardner, R. C. (1985). Social psychology and second language learning: The

role of attitudes and motivation. Edward Arnold.

Gee, J. P. (2003). What video games have to teach us about learning and

literacy. Palgrave Macmillan.

Hadfield, J. (1999). Intermediate communication games. Longman.

Hung, H. T. (2015). Gamifying the flipped classroom using game-based

learning: A case study. Educational Technology & Society, 18(2), 74–86.

Krashen, S. D. (1982). Principles and practice in second language acquisition.

Pergamon Press.

Punch, S. (2002). Research with children: The same or different from research

with adults? Childhood, 9(3), 321–341.

Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in

digital game-based learning. ReCALL, 27(1), 38–57.

Richards, J. C. (2001). Curriculum development in language teaching.

Cambridge University Press.

Sylvén, L. K., & Sundqvist, P. (2012). Gaming as extramural English L2

learning and L2 proficiency among young learners. ReCALL, 24(3), 302–321.

Wright, A., Betteridge, D., & Buckby, M. (2006). Games for language learning

(3rd ed.). Cambridge University Press.