ENHANCING LEARNER MOTIVATION THROUGH GAMIFICATION: DUOLINGO, KAHOOT, AND QUIZLET LIVE
Keywords:
Gamification, Learner Motivation, English Language Teaching, Duolingo, Kahoot, Quizlet Live, Digital Learning ToolsAbstract
This article explores the role of gamification in enhancing learner motivation in English language teaching. Gamification involves the use of game elements such as points, competition, rewards, and feedback within educational contexts. The study focuses on three widely used digital platforms—Duolingo, Kahoot, and Quizlet Live—and examines their pedagogical value in improving learner engagement, vocabulary acquisition, and classroom interaction. The article also discusses the conditions under which gamified tools can be effectively integrated into language instruction. The findings suggest that gamification, when aligned with instructional objectives, significantly increases learners’ motivation and participation in the learning process.
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