Digital Gamification and AI-driven Feedback Mechanisms in Enhancing EFL Speaking Skills
Main Article Content
Abstract
Cultivating authentic oral proficiency in university-level English as a Foreign Language (EFL) programs remains an uphill battle. In typical tertiary settings, instructors face a difficult dilemma: oversized classes severely restrict the time any single student can spend speaking, while high levels of Foreign Language Classroom Anxiety (FLCA) discourage learners from taking communicative risks in front of their peers. Although Computer-Assisted Language Learning (CALL) has introduced digital gamification to boost student engagement and Artificial Intelligence (AI) to evaluate speech, these two innovations are almost always implemented in isolation. This paper addresses that gap by presenting a practical, integrated pedagogical framework that merges gamified task design with real-time feedback powered by Automated Speech Recognition (ASR). Grounded in the complementary lenses of Self-Determination Theory, Stephen Krashen’s Affective Filter Hypothesis, and Merrill Swain’s Pushed Output Hypothesis, the framework shows how private, AI-mediated rehearsal spaces can help lower psychological barriers while keeping students motivated through structured game mechanics. By shifting routine phonetic drills, repetition exercises, and immediate structural feedback to an interactive digital environment outside class hours, educators can reclaim valuable seminar time for meaningful, face-to-face communicative discourse. Finally, the paper offers concrete guidelines for curriculum developers looking to adopt this hybrid model in modern ELT higher education.
Article Details
References
Stephen Bax, 2011. "Normalisation Revisited: The Effective Use of Technology in Language Education," International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT), IGI Global Scientific Publishing, vol. 1(2), pages 1-15, April.
Deci, E. L., & Ryan, R. M. (2000). The “What” and “Why” of Goal Pursuits: Human Needs and the Self-Determination of Behavior. Psychological Inquiry, 11(4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). ACM. https://doi.org/10.1145/2181037.2181040
Horwitz, E. K., Horwitz, M. B., & Cope, J. (1986). Foreign language classroom anxiety. The Modern Language Journal, 70(2), 125–132. https://doi.org/10.1111/j.1540-4781.1986.tb05256.x
Kessler, G. (2018). Technology and the future of language teaching. Foreign Language Annals, 51(1), 205–218. https://doi.org/10.1111/flan.12318
Krashen, S. (1982). Principles and Practice in Second Language Acquisition. Pergamon Press.
Lightbown, P. M., & Spada, N. (2013). How Languages are Learned (4th ed.). Oxford University Press.
MacIntyre, P. D., Clément, R., Dörnyei, Z., & Noels, K. A. (1998). Conceptualizing willingness to communicate in a L2: A situational model of L2 confidence and affiliation. The Modern Language Journal, 82(4), 545–562. https://doi.org/10.1111/j.1540-4781.1998.tb05543.x
Nielson, K. B. (2011). Self-study with language learning software in the workplace: What happens? Language Learning & Technology, 15(3), 110–129.
Pawlak, M. (2012). The dynamic nature of motivation in language learning: A classroom perspective. Studies in Second Language Learning and Teaching, 2(2), 249–278. https://doi.org/10.14746/sllt.2012.2.2.7
Reinhardt, J. (2019). Gameful second and foreign language teaching and learning. New Language Learning and Teaching Environments,, 52(2), 137–168. https://doi.org/10.1007/978-3-030-04729-0_1
Richards, J. C. (2015). Key Issues in Language Teaching. Cambridge University Press. https://doi.org/10.1017/9781009024600
Swain, M. (1985). Communicative competence: Some roles of comprehensible input and comprehensible output in its development. In S. Gass & C. Madden (Eds.), Input in Second Language Acquisition (pp. 235–253). Newbury House.
Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and motivation: A systematic review. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326
