INTEGRATION OF MOBILE APPLICATIONS AND GAMIFIED TOOLS IN TEACHING ENGLISH AT A2 LEVEL
Keywords:
mobile applications, gamification, A2 level, English language teaching, interactive learning, digital pedagogyAbstract
The rapid development of mobile technologies has transformed foreign language education, providing learners with unprecedented access to authentic input and interactive learning opportunities. At the A2 level, students often face difficulties in maintaining motivation, practicing consistently, and consolidating basic skills. This article explores the integration of mobile applications and gamified tools in teaching English at the A2 proficiency level. Using a qualitative review of empirical studies, case analyses, and methodological resources, the paper examines how applications such as Duolingo, Quizlet, Kahoot, and Memrise can be applied in the classroom to improve vocabulary retention, grammar acquisition, and communication skills. The findings suggest that mobile-assisted gamified learning increases learner motivation, encourages regular practice, and enhances the overall effectiveness of instruction. However, challenges such as digital inequality, potential distraction, and lack of teacher training remain. The paper concludes that the thoughtful integration of gamified mobile tools, aligned with pedagogical goals, can significantly improve the quality of English language teaching at the A2 level.