Gamifying English Language Instruction: Strategies for Motivating Learners Through Game-Based Learning

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Vivit Rosmayanti

2025 Engaging Learners With Immersive Technologies and Game-Based Learning Book chapter Cited by 0 Quartile

Abstract

ThebookGamifyingEnglishLanguageInstruction:Strategies forMotivatingLearners through Game-Based Learning discusses the integration of Game-Based Learning (GBL) into English language instruction to encourage participation and motivation among learners. It explores the motivational frameworks, like Self-Determination Theory and Flow Theory, which explain how gamification can enhance motivation and engagement. The chapter focuses on the fundamental aspects of GBL, such as feedbackloops, narratives, andmultiplayer features, andthe techniques for gamifying English language teaching, such as narrative, scaffolding, quests, and self-directed educational video games. The chapter also highlights how social interactions in games can improve communication and cultural understanding. However, the book faces challenges such as access to technology, cultural sensitivity, and the balance between content andentertainment. The chapter also examines the effect of gamification on motivation and achievement, with evidence supporting active participation, retention, and academic performance. Copyright © 2026, IGI Global Scientific Publishing. Copying or distributing in print or electronic forms without written permission of IGI Global Scientific Publishing is prohibited. Use of this chapter to train generative artificial intelligence (AI) technologies is expressly prohibited. The publisher reserves all rights to license its use for generative AI training and machine learning model development.

Affiliations

Universitas Negeri Makassar, Indonesia