Gamification in ESL Higher Education: A Pathway to Motivation and Engagement

Keywords: Gamification, ESL Education, Motivation, Engagement, Higher Education, Language Learning, Game-Based Learning

Abstract

Within the world of university education, gamification, being the amalgamation of game to non gaming contexts, has gained attentions as an innovative teaching strategy particularly in the English as a second language (ESL) teaching. Deciding to use this mixed methods study to investigate the effect of gamification on student motivation and engagement in ESL teaching/learning contexts in higher education institutions in a motivated way was the right choice. In particular, the paper examines how game based elements like; points, badges, leader boards and cooperative challenges affect learner motivation and engagement. Prior to and post the intervention, the intrinsic and extrinsic motivation of 200 ESL students were measured. To investigate the experiences of the 30 randomly selected participants with gamified learning, these students were interviewed. After the intervention, there was found increase in the intrinsic and extrinsic motivation of the learners. Key themes such as motivation through competition and engagement through interactive learning tasks were also fore fronted in the qualitative results. There were many students who said they felt enjoying the gamified activities reduced language anxiety and made the learning process much nicer and also more fun and that the atmosphere felt rewarding. Despite these points, this study also has some drawbacks such as possible over reliance on extrinsic rewards as well as careful application to maintain educational value. The study makes evident that gamified elements should correspond to learning goals including a spectrum of game mechanics that can accommodate different learners’ preference and provide continuous feedback to enhance efficacy. Based on the study, gamification is a powerful tool to transform ESL learning into fun, interactive and creative learning experiences by engaging the learner through ‘gamers’ mindset. The findings point at discerning implications for educators and institutions bringing game based strategies into the language curricula.

Published
2025-03-01
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How to Cite
Grab, M. O. (2025). Gamification in ESL Higher Education: A Pathway to Motivation and Engagement. Shanlax International Journal of Education, 13(2), 95-101. https://doi.org/10.34293/education.v13i2.8567
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Articles