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