The Effectiveness of Using a Gamification Strategy in Developing English language Skills for EFL Students

Authors

  • Asst. Lect. Zainab Fahmi Aajami University of Information Technology and Communication (UoITC)\College of business informatics Author

DOI:

https://doi.org/10.31185/wjfh.Vol22.Iss2.1514

Keywords:

Motivation; vocabulary acquisition; anxiety; games

Abstract

Using educational games to educate and learn English greatly advances the objective of language acquisition through social interaction and peer learning, particularly vital due to the increasing population of English as a Foreign Language (EFL) learners. This study examines the effects of game use on young children's English proficiency to work on the presentation of sixth-grade EFL students in English class at Mostaqbal primary School in Baghdad/Iraq, focusing on aspects such as anxiety from peer pressure, vocabulary learning, and motivation. Prior research confirms the value of games in language teaching, essential for child development. The study involved fifty sixth-grade EFL students, employing both quantitative and qualitative methodologies. Results indicated improved student enthusiasm, increased vocabulary acquisition, and reduced anxiety during gaming in class. The primary aim was to explore the relationship between English competency and game usage. Incorporating games in the classroom not only alleviates stress but also enhances student engagement and enjoyment in learning. The educational implications of gaming elements for improving English proficiency and learner attitudes are thoroughly discussed.

Downloads

Download data is not yet available.

References

- Al-Bahrani, M. R. H., & Al-Rubaye, M. R. (2017). A cognitive semantic analysis of the preposition at. Journal of Education College Wasit University, 2(25), 1581-1606.

DOI: https://doi.org/10.31185/eduj.Vol2.Iss25.2753‏

- Aichhorn, N., & Puck, J. (2017). “I just don’t feel comfortable speaking English”: Foreign language anxiety as a catalyst for spoken-language barriers in MNCs. International Business Review, 26(4), 749-763.

- Abdalbaqi, D. F. (2024). The Impact of Educational Games at Professional English Lessons in Iraqi Schools. Journal of Tikrit University for Humanities, 31(1), 14-30.‏

- Angelova, T. G., & Lekova, B. C. (1995). A Model of Early Childhood Foreign Language Education through Playing Motoric Games.

- Bamberg, M. (1997). Language, concepts and emotions: The role of language in the construction of emotions. Language sciences, 19(4), 309-340.

- Bailey, F., & Fahad, A. K. (2021). Krashen Revisited: Case Study of the Role of Input, Motivation and Identity in Second Language Learning. Arab World English Journal, 12(2), 540-550.

- ‏ Chuang, H. Y. (2007). The study of foreign language anxiety, English learning motivation and strategies in the elementary school. Unpublished master‟s thesis, National Chiayi University, Chiayi, Taiwan.

- Chan, C. H., Li, C. F., Yang, W. L., Gao, Y., Lee, S. W., Feng, Z., ... & Lin, H. K. (2012). The Skp2-SCF E3 ligase regulates Akt ubiquitination, glycolysis, herceptin sensitivity, and tumorigenesis. Cell, 149(5), 1098-1111.

- Deng, Q. H. (2006). A study of using games in primary school English teaching. Unpublished master’s thesis, Northwest Normal University, Shensu province, Chine.

- Derakhshan, A., & Khatir, E. D. (2015). The effects of using games on English vocabulary learning. Journal of Applied Linguistics and Language Research, 2(3), 39-47.‏

- Ersöz, E. (2000). Evaluation of stresses caused by dentin pin with finite elements stress analysis method. Journal of oral rehabilitation, 27(9), 769-773.

- Evaldsson, A. C. (2009). Play and games. In The Palgrave handbook of childhood studies (pp. 316-331). London: Palgrave Macmillan UK.‏

- Fatoni, I., Muzekki, M., Sari, I. N. B., Mustofa, I., Murtadho, A., & Baharudin, B. (2024). Penerapan Konsep Eco-Lingkungan di Sekolah Dasar Alam Qur’an Bintang Madani, Bandar Lampung. Al-Musannif, 6(2), 57-70.

- Gregory, G., & Kaufeldt, M. (2015). The motivated brain: Improving student attention, engagement, and perseverance. ASCD.‏

- Gee, J. P. (2008). Learning and games (pp. 21-40). Chicago, IL: MacArthur Foundation Digital Media and Learning Initiative.

- Hong, I. B. (2002). A new framework for interorganizational systems based on the linkage of participants’ roles. Information & management, 39(4), 261-270.

- Hong, J. C., & Liu, M. C. (2003). A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19(2), 245-258.‏

- Harfield, M. (2010). Not Dark Yet: A very funny book about a very serious game. Loose Chippings.‏

- Hadfield, J. (1984). Elementary communication games. London: Nelson.

‏- Ikramovich, D. I. (2025). IMPORTANCE OF ENGLISH LANGUAGE IN DAILY LIFE OF DIFFERENT PROFESSIONS. In The World Of Science and Education, (31 март ФН2), 34-38.‏

- Ibrahim, B., & Hmaid, Y. A. (2017). The Effect of Teaching Mathematics using Interactive Video Games on the Fifth Grade Students' Achievement.‏

- Kim, Y., & Ross, S. D. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship, 8(1), 28-40.‏

- Krashen, S. (1982). Principles and practice in second language acquisition.

- Kuo, Y. L. (2008). The effect of games in fifth graders’ English speaking ability in an elementary school in Taipei County. Unpublished master‟ s thesis, National Taipei University of Education, Taipei, Taiwan.Krashen, S. D. (1982). Acquiring a second language. World Englishes, 1(3), 97-101.‏

- Marzano, R. J., & Pickering, D. J. (2010). The highly engaged classroom. Solution Tree Press.‏

- Nga, N. N., Chai, S. K., Bihn, T. T., Redding, G., Takaro, T., Checkoway, H., ... & Barnhart, S. (2003). ISAAC‐based asthma and atopic symptoms among Ha Noi school children. Pediatric allergy and immunology, 14(4), 272-279.

- Petraglia, J. (2009). The importance of being authentic: Persuasion, narration, and dialogue in health communication and education. Health communication, 24(2), 176-185.‏

- Qizi, F. Z. D. (2022). USING GAMES TO TEACH VOCABULARY EFFECTIVELY TO YOUNG LEARNERS. Central Asian Research Journal for Interdisciplinary Studies (CARJIS), 2(Special Issue 3), 78-82.

- Roth, W. M. (2001). Gestures: Their role in teaching and learning. Review of educational research, 71(3), 365-392.‏

- Sambanis, N., Skaperdas, S., & Wohlforth, W. C. (2015). Nation-building through war. American Political Science Review, 109(2), 279-296.‏

- Wu, G. C. (2002). Foreign language anxiety of EFL elementary school learners: A case study in Taipei County. Unpublished master’s thesis, National Taipei Teachers College, Taipei, Taiwan.

- Wright, A., Betteridge, D., & Buckby, M. (2006). Games for language learning. Cambridge university press

- Yorkey, R. (1979). Longman Dictionary of Current English.

- Zeng, S. W. (2005). The study of foreign language anxiety and English learning strategies in the elementary school. Unpublished master‟s thesis, National Taichung University, Taichung, Taiwan.

- Zheng, M. H. (2008). Game in the primary English teaching. Unpublished master‟ s thesis, Nanjing Normal University, Nanjing province, China.

Downloads

Published

2026-05-01

Issue

Section

European languages and literature

How to Cite

Aajami, Z. F. (2026). The Effectiveness of Using a Gamification Strategy in Developing English language Skills for EFL Students. Wasit Journal for Human Sciences, 22(2), 1215-1199. https://doi.org/10.31185/wjfh.Vol22.Iss2.1514

Similar Articles

1-10 of 30

You may also start an advanced similarity search for this article.