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Gamification and ESL Proficiency: Leveraging Game Design Elements in Language Learning

Author

Listed:
  • Harwati Hashim

    (Faculty of Education, Universiti Kebangsaan Malaysia)

  • James Ngu Ming Zhi

    (Faculty of Education, Universiti Kebangsaan Malaysia)

  • Amy Ling Wen Xin

    (Faculty of Education, Universiti Kebangsaan Malaysia)

  • Aik Yong Qi

    (Faculty of Education, Universiti Kebangsaan Malaysia)

  • Evelyn Then Xing Ying

    (Faculty of Education, Universiti Kebangsaan Malaysia)

Abstract

Learning English as a Second Language (ESL) often poses challenges such as limited learner motivation, insufficient practice opportunities, and heightened anxiety during language acquisition. Educators have sought innovative approaches to address these issues, with gamification emerging as a promising solution. This study explores the integration of gamification and game-based elements in enhancing proficiency in ESL. Gamification, defined as applying game design principles in non-game contexts, fosters motivation, engagement, and skill acquisition among ESL learners. By examining game-based tools like Minecraft Edu and Roblox, the study highlights their potential to build vocabulary, improve grammar, and strengthen core language skills, including listening, speaking, reading, and writing. Gamified platforms such as Quizizz and Kahoot! further enhance grammar and vocabulary acquisition through instant feedback and incremental challenges. The study also underscores the value of feedback mechanisms, rewards, and role-playing in fostering interactive and immersive learning environments. Through a thematic analysis, the study reveals that gamification strategies effectively address challenges such as low motivation, limited practice opportunities, and anxiety in language learning. The findings emphasize the importance of balancing educational objectives with engaging game mechanics to optimize learning outcomes in ESL education.

Suggested Citation

  • Harwati Hashim & James Ngu Ming Zhi & Amy Ling Wen Xin & Aik Yong Qi & Evelyn Then Xing Ying, 2025. "Gamification and ESL Proficiency: Leveraging Game Design Elements in Language Learning," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(3s), pages 666-673, January.
  • Handle: RePEc:bcp:journl:v:9:y:2025:i:3s:p:666-673
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