THE ROLE OF GAMIFICATION IN ENHANCING MOTIVATION IN FRENCH LANGUAGE LEARNING

Authors

  • Narzulloyeva Dilfuza Bahriddin qizi Author

Keywords:

KEYWORDS: Digital tools, task-based learning, language pedagogy, interactive learning, FLE, learner engagement.

Abstract

ABSTRACT: This paper investigates the role of gamification in enhancing learner motivation in the context of French as a Foreign Language (FLE) education. As modern language classrooms increasingly integrate digital and interactive tools, gamified learning environments have emerged as a promising strategy to stimulate engagement and sustain interest among learners. This study reviews theoretical perspectives on motivation, particularly Self-Determination Theory, and examines empirical evidence on the use of gamification tools such as Kahoot, Duolingo and Quizlet. It also explores practical classroom applications through task-based gamified exercises designed to support vocabulary retention, grammar practice, and oral fluency. The findings suggest that gamification significantly boosts both extrinsic and intrinsic motivation, providing learners with a sense of autonomy, competition, and enjoyment. The paper concludes with pedagogical implications and suggestions for further research in technology-enhanced language instruction.

References

1. Hamari, J., Koivisto, J., & Sarsa, H. (2016). Does gamification work? — A literature review of empirical studies on gamification. Computers in Human Behavior, 71, 525–534.

2. Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.

3. Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row.

4. Dörnyei, Z. (2001). Motivational Strategies in the Language Classroom. Cambridge University Press.

5. Nation, I. S. P. (2001). Learning Vocabulary in Another Language. Cambridge University Press.

6. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31.

7. Swain, M. (1985). Communicative competence: Some roles of comprehensible input and comprehensible output in its development. In S. Gass & C. Madden (Eds.), Input in Second Language Acquisition (pp. 235–253). Newbury House.

8. Horwitz, E. K. (1986). Preliminary evidence for the reliability and validity of a foreign language anxiety scale. TESOL Quarterly, 20(3), 559–562.

9. Deci, E. L., & Ryan, R. M. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. Plenum.

10. Ergashev, B. A. (2019). Ta’limda motivatsiyaning ro‘li va uni oshirish yo‘llari. Toshkent: O‘zbekiston Milliy Universiteti Nashriyoti.

11. Dupont, C., & Moreau, P. (2018). L’enseignement du français langue étrangère: Approches et pratiques. Paris: Éditions Didier.

12. Lemoine, S. (2017). Les stratégies d’apprentissage en FLE: Gamification et motivation. Revue Française de Linguistique Appliquée, 22(3), 43–59.

13. Tursunov, A. M. (2021). Chet tillarini o‘rgatishda interfaol uslublar va o‘quvchilarning faolligini oshirish. Samarqand Davlat Universiteti Ilmiy Axboroti, 4(12), 120–130.

Published

2025-05-23

How to Cite

Narzulloyeva Dilfuza Bahriddin qizi. (2025). THE ROLE OF GAMIFICATION IN ENHANCING MOTIVATION IN FRENCH LANGUAGE LEARNING. JOURNAL OF NEW CENTURY INNOVATIONS, 77(1), 296-302. https://scientific-jl.com/new/article/view/15561