GAMIFICATION AND CROSSWORDS IN ENGLISH LANGUAGE LEARNING: INTRODUCING THE “GAMECROSS” APPROACH

Авторы

  • Nietullaeva Shaxsanem Автор
  • Naimova Nazira Kayratdinovna Автор

Ключевые слова:

gamification, crosswords, vocabulary development, learner engagement, Gamecross, digital learning, English as a foreign language.

Аннотация

This article explores the integration of gamification and crossword-solving as 
innovative tools in the process of learning English as a foreign language. By combining 
game elements with linguistic tasks, the proposed method—referred to as 
“Gamecross”—is designed to increase student motivation, engagement, and cognitive 
development. Through theoretical insights and practical examples, the article 
demonstrates how Gamecross can enhance vocabulary acquisition, grammar 
reinforcement, and critical thinking. This integrated approach is particularly suitable 
for digital platforms and modern classrooms in Uzbekistan and beyond.

Библиографические ссылки

[1] Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based

Methods and Strategies for Training and Education. John Wiley & Sons.

[2] Zarimbetova, G. (2023). The Role of Gamification in Higher Education.

Proceedings of the International Scientific-Practical Conference, October 19–20.

[3] Oxford English Dictionary. (2018). Definition of Gamification. Retrieved from

https://en.oxforddictionaries.com/definition/gamification

[4]

“Tafakkur Ziyosi” Scientific-Methodological Journal, Issue 3, 2021.

[5] Jones, A. (2019). Crosswords as a Vocabulary Learning Tool in EFL Classrooms.

Journal of Applied Linguistics, 14(2), 67–75.

Опубликован

2025-07-13

Как цитировать

GAMIFICATION AND CROSSWORDS IN ENGLISH LANGUAGE LEARNING: INTRODUCING THE “GAMECROSS” APPROACH . (2025). ОБРАЗОВАНИЕ НАУКА И ИННОВАЦИОННЫЕ ИДЕИ В МИРЕ, 73(1), 223-227. https://scientific-jl.com/obr/article/view/24732