Gamification in ESL/EFL Education: Transforming Language Learning and Teaching Through Play

https://doi.org/10.48185/tts.v6i1.1562

Authors

  • Saharat Laksanasut Asian Studies, Center for International Studies, Ohio University, USA

Keywords:

Gamification, ESL, EFL, Language Learning, Second Language Acquisition

Abstract

Gamification has become a transformative strategy in English as a Second Language (ESL) and English as a Foreign Language (EFL) education, leveraging game mechanics to enhance engagement, motivation, and retention. This study examined the theoretical foundations of gamification through Self-Determination Theory (SDT), Flow Theory, Behaviorism, and Second Language Acquisition (SLA) theories, illustrating how these frameworks support language learning. Empirical evidence indicated that gamification enhances vocabulary retention, grammatical accuracy, and communicative fluency by providing interactive, reward-based learning experiences. Popular gamified platforms, including Duolingo, Kahoot!, and Classcraft, were analyzed to demonstrate best practices in gamified ESL/EFL instruction. The study identified key benefits, such as increased learner autonomy, engagement through real-time feedback, and adaptive learning pathways tailored to individual progress. However, it also addressed challenges, including potential over-reliance on extrinsic motivation, cognitive overload, and accessibility barriers, while proposing strategies to mitigate these limitations. Additionally, the study explored future research directions, emphasizing the need for longitudinal studies on gamification’s long-term impact, AI-driven adaptive learning, and the integration of Virtual Reality (VR) and Augmented Reality (AR) to create immersive language-learning experiences. The findings suggested that, when implemented strategically, gamification fosters active participation, enhances learning outcomes, and supports meaningful language acquisition. This research provided practical implications for educators seeking to incorporate gamification into ESL/EFL curricula, advocating for a balanced approach that sustains motivation while promoting deeper cognitive and communicative development.

Downloads

Download data is not yet available.

References

Al-Dosakee, K., & Ozdamli, F. (2021). Gamification in teaching and learning languages: A systematic literature review. Revista Romaneasca Pentru Educatie Multidimensionala, 13(2), 559-577.

Chan, S., & Lo, N. (2024). Enhancing EFL/ESL instruction through gamification: A comprehensive review of empirical evidence. Frontiers in Education, 9(2), 1-21. https://doi.org/10.3389/feduc.2024.1395155

Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper and Row.

Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Springer Science & Business Media. https://doi.org/10.1007/978-1-4899-2271-7

Ellis, R. (2003). The study of second language acquisition (10th ed.). Oxford University Press.

Escorcia, Y. C. A. (2024). Gamification as a tool to strengthen the language skills of ESL learners (Master's thesis, Greensboro College). Greensboro College.

Hardianti, H. (2024). Gamification in EFL: Exploring the Use of Gamification Strategies to Enhance Student Motivation and Engagement. INTELEKTIUM, 5(1), 8–15. https://doi.org/10.37010/int.v5i1.1531

Javed, N., Rehmat, R., & Malik, N. (2024). Effectiveness of gamification elements in English language classrooms for anxiety reduction. Pakistan Journal of Legal Analysis & Wisdom, 3(2), 172-182.

Krashen, S. D. (1982). Principles and practice in second language acquisition. Pergamon Press.

Laksanasut, S., & Seubsang, P. (2021). Effects of gamified learning intervention on Thai students’ motivation for learning English. In Proceedings of the 1st Jakarta International Conference on Social Sciences and Humanities, 55-66.

Laksanasut, S., Seubsang, P., & Ngiwline, P. (2021). The effects of gamified learning activities on English learning achievement of Grade 9 students at Demonstration School of Suan Sunandha Rajabhat University. Journal of Modern Learning Development, 6(3), 29–43. https://so06.tci-thaijo.org/index.php/jomld/article/view/248274

Li, R., & Liu, J. (2022). Applying gamification in English learning. In 2022 8th International Conference on Humanities and Social Science Research (ICHSSR 2022), 2703-2706. Atlantis Press.

Luo, Z. (2023). The effectiveness of gamified tools for foreign language learning (FLL): A systematic review. Behavioral Sciences, 13(4), 1-15.

Mashrafovich, T. M. (2025). The effectiveness of gamification in enhancing vocabulary acquisition of ESL learners. FARS International Journal of Education, Social Science & Humanities, 13(1), 84-93.

Nawaz, M., Ganapathy, M., Manzoor, S., Ezzy, T., & Farooqi, S. U. H. (2025). A systematic review of mobile-assisted vocabulary learning and teaching in ESL/EFL context. Malaysian Journal of Learning and Instruction, 22(1), 40-58.

Neman, M. I. E. (2024). Gamification approach and students' motivation in learning English: A literature review. SUMIKOLAH: Jurnal Ilmu Pendidikan, 2(2), 118-126.

Nilubol, K., & Sitthitikul, P. (2023). Gamification: Trends and opportunities in language teaching and learning practices. PASAA: Journal of Language Teaching and Learning in Thailand, 67, 378-400.

Nilubol, K., & Sitthitikul, P. (2025). Exploring the transformative effects of gamified learning on writing and metacognition in an EFL university context: An account of blended learning landscape. LEARN Journal: Language Education and Acquisition Research Network, 18(1), 513-551.

Orak, S. D. (2025). EFL students’ perception of gamification-integrated English language education. Pegem Journal of Education and Instruction, 15(1), 143-158.

Permana, I. G. Y., Rismadewi, N. W. M., & Putra, N. C. A. (2024). Gamification in EFL classroom: Results of implementation and teachers’ point of view. Utamax: Journal of Ultimate Research and Trends in Education, 6(1), 1-11.

Rochmawati, L., Fatmawati, Sukma, M. M., & Sonhaji, I. (2021). Online learning motivation for aviation English: Attitude, readiness, and demographic factors. JEES (Journal of English Educators Society, 6(1), 1-8. https://doi.org/10.21070/jees.v6i1.792

Safdar, U., Shafi, S., & Junaid, M. (2025). The impact of AI-driven gamification on student engagement and academic performance in English language teaching. Indus Journal of Social Sciences, 3(1), 646-656.

Skinner, B. F. (1953). Science and human behavior. Macmillan.

Slamet, T. I., & Meng, C. (2025). Gamification in collaborative learning: Synthesizing evidence through meta-analysis. Journal of Computers in Education, 3(2), 1-37.

Suryanto, S., & Wulan, D. N. (2025). Gamified learning: Using ‘Scattergories’ to boost vocabulary knowledge in senior high school. Leap-Frogging in (Language) Education, 6(2), 130-142.

Szabó, F., & Kopinska, M. (2023). Gamification in foreign language teaching: A conceptual introduction. Hungarian Educational Research Journal, 13(3), 418-428. https://doi.org/10.1556/063.2023.00202

Tajik, A. (2025). Gamified and non-gamified AI tools in enhancing EFL listening comprehension: An analysis of Duolingo and Replika’s impact on engagement, motivation, and learning outcomes. Research Square, 1(2), 1-41.

Tayeh, Q., Moh’d Krishan, T., & Malkawi, N. (2024). The effect of using gamification to improve EFL students' academic performance. Journal of Ecohumanism, 3(7), 45-54.

Thurairasu, V. (2022). Gamification-based learning as the future of language learning: An overview. European Journal of Humanities and Social Sciences, 2(6), 62-69.

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.

Zhang, S., & Hasim, Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in Psychology, 13(2), 1-12.

Published

2025-04-06

How to Cite

Laksanasut, S. (2025). Gamification in ESL/EFL Education: Transforming Language Learning and Teaching Through Play. TESOL and Technology Studies, 6(1), 16–29. https://doi.org/10.48185/tts.v6i1.1562