Gamification in ESL: A Framework for Enhancing Vocabulary Acquisition through Interactive Mobile Apps
DOI:
https://doi.org/10.31185/wjfh.Vol22.Iss3/Pt3.1746Keywords:
English as a Second Language (ESL), Gamification, Vocabulary acquisition, Mobile applications, Adaptive learning, Learner engagementAbstract
With the increasing demands of English proficiency in non-native speakers, vocabulary teaching has become a crucial element in the ESL process. Conventional methods tend to be based on passive memorisation that can restrain learner involvement and reduce speed of acquiring vocabulary. This paper suggests a gamified design of vocabulary acquisition via interactive mobile apps by combining gameplay, adaptive learning processes, and feedback, as well as learner-centered design. The research has a framework-based methodology that is backed by exploratory pilot data of ESL learners in a six-week period of time. The results show that engagement, motivation, and vocabulary retention of learners are improved with the help of the gamified environment. The study is practical since it presents a systematic model that puts both pedagogical and technological variables in one model underlining the opportunities of gamification as an effective approach to learning vocabulary in ESL.
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