Using gamification to improve vocabulary skills in secondary school

Main Article Content

D. Myrzakhanova
B. Tulegenov

Abstract

This article examines the effectiveness of using gamification to enhance secondary school students’ vocabulary acquisition in English as a Foreign Language (EFL). Grounded in motivational and cognitive learning theories, gamification incorporates game elements—such as points, badges, leaderboards, and interactive tasks—into the learning process to increase engagement and improve retention. Drawing on previous research and classroom-based evidence, this study explores how gamified activities influence learners’ vocabulary mastery, motivation, and participation. Findings from recent studies indicate that gamification promotes active involvement, supports long-term memorization, and creates a more positive learning atmosphere for vocabulary development. However, the research also identifies a key gap: despite its growing popularity, there is limited practical guidance on designing structured gamified vocabulary tasks specifically for secondary school learners. Therefore, this study aims to address this gap by providing pedagogically grounded insights into how gamification can be systematically applied to improve vocabulary learning outcomes. Overall, the study highlights the potential of gamification to create a more engaging, student-centered EFL environment that supports effective vocabulary acquisition.


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How to Cite
Myrzakhanova, D., & Tulegenov, B. (2025). Using gamification to improve vocabulary skills in secondary school. Scientific Collection «InterConf», (275), 101–112. Retrieved from https://archive.interconf.center/index.php/conference-proceeding/article/view/7672

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