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The impact of gamification on English language teaching in higher education : a systematic review

[Abstract] 
Type Thesis / Dissertation
Author Zarour, Nourane.
Second author Kelcey, Jo Alix. Thesis Advisor
Bahous, Rima. Jury Member
Younes, Raya. Jury Member
Pages The page numbers are unavailable
Dissertation Note Master. Education. Lebanese American University. School of Arts and Sciences. 2025. Lebanon. Beirut. P. O. Box: 135053. T: 009611786456. F: 009611867098. lghrayeb@lau.edu.lb. https://soas.lau.edu.lb/
Descriptors Educational games  -  Teaching methods  -  Language instruction  -  English  -  Higher education
Language of document English
Country Lebanon
Gamification, which is a modern instructional strategy, has recently been recognized and praised for its potential to transform the classroom into an energetic and interactive environment by simply adding game-like elements to teaching. Not only that, but it has also gained attention in education as a means to enhance engagement and student learning. Based on this, a systematic review was conducted to review the impact of gamification, particularly on English language teaching within higher educational settings, by analyzing peer-reviewed research studies published between 2014 and 2024. These studies were selected according to pre-defined specific inclusion and exclusion criteria after a comprehensive search across academic databases was administered. Accordingly, the review examines literature conducted in different geographical contexts and using different methodological approaches with the same focus on the use of gamification in English language teaching at the higher educational level. Findings of this study highlight the most effective gamification tools and elements implemented by university instructors in English learning classrooms. More than that, it presents the most key advantages and challenges of incorporating gamification in English language teaching and learning at the university level. Finally, recommendations are offered for students, educators, and institutions on the use of gamification and its integration with the intention of improving the overall student experience and learning outcomes, especially in foreign language learning contexts. (Author's abstract)

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Cite   (APA) Style Always review your references for accuracy and make any necessary corrections before using:
Zarour, Nourane. (2025). The impact of gamification on English language teaching in higher education : a systematic review (Master). Lebanese American University School of Arts and Sciences، Lebanon. Retrieved from search.shamaa.org