THE EFFICACY OF GAMIFICATION IN ENHANCING VOCABULARY ACQUISITION AMONG SECONDARY LEVEL ESL LEARNERS

Authors

  • Umaraliyev Mukhriddin Author

Keywords:

Keywords: Gamification, Second Language Acquisition (SLA), Vocabulary Acquisition, Self-Determination Theory, Ludic Pedagogy, Flow State, Lexical Retention, Digital Learning Platforms.

Abstract

Abstract 
This article explores the intersection of Ludic Pedagogy and Second Language 
Acquisition  (SLA).  As  traditional  rote  memorization  faces  criticism  for  low 
engagement  levels,  gamification—the  application  of game-design  elements  in  non-
game  contexts—offers  a  promising  alternative.  This  study  examines  how  digital 
platforms such as Kahoot! and Quizlet impact lexical retention and student motivation. 

References

References

1. Krashen, S. (1982). Principles and Practice in Second Language Acquisition.

Pergamon Press.

2. Deterding, S., et al. (2011). From Game Design Elements to Gamefulness.

Proceedings of MindTrek.

3. Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the

classroom. Computers & Education.

Published

2026-02-04

How to Cite

Umaraliyev Mukhriddin. (2026). THE EFFICACY OF GAMIFICATION IN ENHANCING VOCABULARY ACQUISITION AMONG SECONDARY LEVEL ESL LEARNERS . Ta’lim Innovatsiyasi Va Integratsiyasi, 62(2), 11-12. https://journalss.org/index.php/tal/article/view/17692