THE BENEFITS OF GAME-BASED LEARNING IN TEACHING ENGLISH TO TEENAGERS

Авторы

  • Mehriddinova So’g`diyona Nodirjonovna Автор
  • Sodiqova Nargiza Baxodir qizi Автор

Ключевые слова:

Game-Based Learning (GBL), English language teaching, Student engagement

Аннотация

Game-based learning (GBL) has emerged as an effective approach to enhancing English language proficiency among teenagers. By integrating game elements into educational activities, GBL fosters increased engagement, motivation, and improved 
learning outcomes. Research indicates that GBL promotes cognitive development, critical thinking, and problem-solving skills, making it a valuable tool in language education.   Implementing GBL strategies in teaching English to eenagers can create 
interactive and enjoyable learning environments, leading to better language acquisition and retention. 

Библиографические ссылки

1.

Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts,

feelings, and behavior in the laboratory and in life. Journal of Personality and Social

Psychology, 78(4), 772.

2.

deHaan, J., Reed, W. M., & Kuwada, K. (2010). The effect of interactivity with

a music video game on second language vocabulary recall. Language Learning &

Technology, 14(2), 74-94.

3.

Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination

in human behavior. Springer Science & Business Media.4.

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

literacy. Palgrave Macmillan.

5.

Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming

model. The Internet and Higher Education, 8(1), 13-24.

6.

Luckin, R., Holmes, W., Griffiths, M., & Forcier, L. B. (2016). Intelligence

unleashed: An argument for AI in education. Pearson.

7.

Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of

intrinsic motivations for learning. Aptitude, Learning, and Instruction, 3, 223-253.

8.

Prensky, M. (2001). Digital game-based learning. McGraw-Hill.

9.

Rankin, Y., Gold, R., & Gooch, B. (2006). 3D role-playing games as language

learning tools. Eurographics 2006.

10.

Shaffer, D. W. (2006). How computer games help children learn. Palgrave

Macmillan.

11.

The Verge. (2023). Duolingo’s AI-powered language lessons. Retrieved from

https://www.theverge.com

Опубликован

2025-03-15

Как цитировать

THE BENEFITS OF GAME-BASED LEARNING IN TEACHING ENGLISH TO TEENAGERS. (2025). ОБРАЗОВАНИЕ НАУКА И ИННОВАЦИОННЫЕ ИДЕИ В МИРЕ, 65(2), 203-208. https://scientific-jl.com/obr/article/view/4928