THE IMPACT OF GAME-BASED TECHNOLOGIES ON MOTIVATION IN ENGLISH LANGUAGE LEARNING
Authors/Creators
- 1. Fergana State University Faculty of Foreign Languages Philology and Language Teaching: English Language Student
Description
This thesis examines the influence of game-based technologies on students’ motivation in English language learning. The text explores theoretical perspectives, practical implications, the psychological underpinnings of motivation, and integrates recent research findings and cases from classrooms. It highlights the transformational role of digital and interactive game elements in reshaping the motivational landscape of language classrooms by engaging learners, personalizing learning, and encouraging active participation. The paper also reflects on challenges, implementation strategies, and the development of intrinsic and extrinsic motivational factors as fostered by game-based learning platforms.
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Additional details
References
- 1.Gee, J.P. (2023). What Video Games Have to Teach Us about Learning and Literacy. Palgrave Macmillan, New York.
- 2.Prensky, M. (2021). Digital Game-Based Learning. McGraw-Hill, New York.
- 3.Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining "Gamification." Proceedings of the 15th International Academic MindTrek Conference, ACM Press.
- 4.Deci, E.L., & Ryan, R.M. (2020). The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior. Psychological Inquiry, Taylor & Francis, 11(4), 227–268.
- 5.Kapp, K.M. (2022). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Pfeiffer, San Francisco.