Gamification Without Digital Tools: Paper-Based Competitive Strategies in EFL Classrooms
- 1. Lecturer of the department of foreign languages, Journalism and Mass Communications University of Uzbekistan.
Description
This article explores the role of gamification in English as a Foreign Language (EFL) classrooms, focusing specifically on non-digital, paper-based competitive strategies. While much research has examined the integration of digital technology in gamified learning, there remains a gap in the exploration of traditional, offline approaches that engage students through competition, rewards, and interactive challenges. The article discusses the theoretical foundations of gamification, examines various paper-based strategies such as role-play competitions, escape-room style activities, and card-based vocabulary games, and provides insights into their effectiveness based on pedagogical research. By analyzing classroom applications and student engagement outcomes, the study highlights the value of low-tech gamification in fostering motivation and language acquisition.
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Additional details
References
- Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Springer Science & Business Media
- Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). Gamification: Toward a definition. In Proceedings of the CHI 2011 Gamification Workshop (Vol. 12, pp. 1-4).