Gamification in English as Foreign Language Learning in Iraq: Opportunities and Challenges

Document Type : Original Article

Authors

1 College of Agriculture, Department of Field Crops, Al- Qasim Green University, Iraq.

2 College of Education for Human Sciences, Department of English, Babylon University, Iraq.

3 Head of English Department, College of Basic Education, AL- Mustaqbal University, Iraq, Babil

Abstract

Recently, there has been a significant rise in the implementation of gamification in education, specifically in language learning areas, as instructors strive to discover novel approaches that may increase student participation and engagement. The present study undertakes a comprehensive study of the diverse effects of gamification on academic achievement and learner motivation in the context of English language learning in Iraq. Gamification endeavors to design dynamic learning environments that engage students and promote their learning by incorporating gaming elements, including interactive board games and role-playing scenarios. Additionally, the research investigates the efficacy of gamified learning software in fostering ongoing student involvement and facilitating knowledge retention over an extended period. By employing a systematic review methodology, this study combines results from various educational resources, encompassing empirical studies, theoretical frameworks, and pedagogical methodologies. Through an examination of prior research concerning gamified EFL teaching methodologies, this study contributes to our understanding of the fundamental processes that foster increased motivation, engagement, and learning outcomes. The findings emphasize the impact that gamification can have on EFL classrooms. Nevertheless, the research emphasizes the significance of dealing with possible challenges, including the need to guarantee fair and equal access to gamified materials and the reduction of the likelihood of student discouragement. This study contributes to the existing knowledge on the efficacy of gamified EFL instruction. It highlights possible directions for future research and application within the domain of language education.

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