Gaming in the classroom and Gamification

Authors

  • Fuzaylova Nargiza Abdusamatovna Teacher of Tashkent State University of oriental Studie

DOI:

https://doi.org/10.37547/geo-83

Keywords:

Gamification, communication skill, teamwork

Abstract

In this article, the use of gaming in educational settings has drawn attention recently as a potentially effective strategy for improving learning outcomes. This article investigates the possible advantages of employing games as teaching aids in the classroom.

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References

Klimova, B., & Kacet, J. (2013). The efficacy of computer games on language learning. Procedia - Social and Behavioral Sciences, 106, 1712-1721.

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Liontas, J. I. (2020). Gaming in the classroom and beyond: Breaking down the barriers

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Simpson, A. (2018). Using games in the language classroom. English Teaching Professional, (118), 4-7.

Kosta J. & Williams M. ( 2021) Prepare- Student’s book. Second edition. Cambridge University Press.

McDonough, J., Shaw, C., & Masahura, H. (2013). Materials and methods in ELT: A teachers guide (3rd ed). London: Blackwell.

McGrath, I. (2016). Materials evaluation and design for language teaching. Edinburgh University Press.

https://doi.org/10.1002/9781118784235.eelt0997

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Published

2023-10-18

How to Cite

Fuzaylova Nargiza Abdusamatovna. (2023). Gaming in the classroom and Gamification. International Scientific and Current Research Conferences, 1(1), 450–455. https://doi.org/10.37547/geo-83