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Game-Based Learning in ESL Classrooms: A Focus on Gimkit and Other Apps

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  • Xiaqing Chang
  • Chunqiao Chang

Abstract

Classroom teaching efficiency is influenced by a wide range of factors, including teaching strategies, classroom dynamics, and increasingly, the integration of technology. Among the technological tools available, video games have emerged as a compelling resource for fostering engaging and effective learning environments. This study aims to explore the role of video games in English as a Second Language (ESL) classrooms, focusing on their potential to enhance language acquisition, improve teacher-student interactions, and create enjoyable and meaningful learning experiences. Using a questionnaire-based approach, this research examines how video games can be integrated into ESL teaching to support cross-cultural language learning. By analyzing the impact of video games on classroom dynamics and learning outcomes, this paper contributes to the growing body of literature on technology-enhanced language education. It underscores the importance of leveraging video games as tools for immersive and interactive learning.

Suggested Citation

  • Xiaqing Chang & Chunqiao Chang, 2025. "Game-Based Learning in ESL Classrooms: A Focus on Gimkit and Other Apps," International Journal of Higher Education, Sciedu Press, vol. 14(1), pages 1-1, February.
  • Handle: RePEc:jfr:ijhe11:v:14:y:2025:i:1:p:1
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    JEL classification:

    • R00 - Urban, Rural, Regional, Real Estate, and Transportation Economics - - General - - - General
    • Z0 - Other Special Topics - - General

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