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Practical Application Of Gamified Digital Tools In Teaching English As A Foreign Language At University

Authors

  • Fayoza Meyliyeva

    Teacher, Department of Foreign Language and Literature, Tashkent University of Applied Sciences, Tashkent, Uzbekistan
    Author

Keywords:

gamification; English as a foreign language; digital tools; Kahoot!; Quizlet; Duolingo; vocabulary; university students; lesson design.

Abstract

The thesis is devoted to the practical aspects of using gamification in teaching English as a foreign language to university students. The most widely used gamified digital platforms, including Kahoot!, Quizlet, Wordwall, Duolingo and Classcraft, are analysed in terms of their didactic functions and their use for developing vocabulary, grammar and communicative skills. A model for integrating gamified activities into the stages of an English lesson and of a course is proposed. Typical difficulties in the use of gamification and ways of overcoming them are discussed. It is concluded that gamified tools are most effective when they are combined with communicative tasks and used purposefully at particular stages of learning.

References

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Additional Files

Published

2026-10-09

How to Cite

Meyliyeva, F. (2026). Practical Application Of Gamified Digital Tools In Teaching English As A Foreign Language At University. International Conference on Global Trends and Innovations in Multidisciplinary Research, 2(8), 19-22. https://tlepub.org/index.php/2/article/view/1091