GAMIFICATION IN ESP: MAKING LEARNING ENGAGING AND EFFECTIVE

Авторы

  • Akhmadullina Alina Ildarovna Автор

Ключевые слова:

Gamification, English for Specific Purposes (ESP), Motivation, Vocabulary Acquisition, Role-Playing, Digital Learning

Аннотация

Gamification has emerged as a powerful tool in English for Specific Purposes (ESP) instruction, enhancing learner engagement, motivation, and language retetion. This article explores the theoretical foundations of gamification in ESP, emphasizing 
its role in increasing student interaction and improving domain-specific language acquisition. A literature review highlights studies demonstrating the effectiveness of gamified learning in various ESP contexts, including business, medicine, law, and 
aviation. A case study of a gamified Business English course illustrates how roleplaying, digital quizzes, leaderboards, and simulations contribute to significant improvements in students' communication skills and vocabulary retention. The findings suggest that integrating game-based elements into ESP instruction not only fosters active learning but also reduces language anxiety and enhances professional language proficiency. Practical recommendations for implementing gamification in ESP courses are provided, along with a discussion of challenges such as curriculum constraints and technological accessibility. The study concludes that gamification, when strategically designed, can transform ESP learning into a more engaging and effective experience.  

Библиографические ссылки

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2.

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Su, C.-H., & Cheng, C.-H. (2019). ‘A mobile gamification learning system for

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Tsai, C., Wang, T., & Lin, H. (2021). ‘The impact of gamification on ESP

technical writing skills.’ ‘Journal of Technical Communication, 38’(2), 78-91. 5.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). ‘Does gamification work? A

literature review of empirical studies on gamification.’ ‘Proceedings of the 47th Hawaii

International Conference on System Sciences’, 3025-3034.

6.

Su, C.-H., & Cheng, C.-H. (2019). ‘A mobile gamification learning system for

improving English skills.’ ‘Computers & Education, 137’, 1-16.

7.

Tsai, C., Wang, T., & Lin, H. (2021). ‘The impact of gamification on ESP

technical writing skills.’ ‘Journal of Technical Communication, 38’(2), 78-91.

Опубликован

2025-04-03

Как цитировать

GAMIFICATION IN ESP: MAKING LEARNING ENGAGING AND EFFECTIVE. (2025). ОБРАЗОВАНИЕ НАУКА И ИННОВАЦИОННЫЕ ИДЕИ В МИРЕ, 66(4), 130-135. https://scientific-jl.com/obr/article/view/7406