THE ROLE OF GAMIFICATION IN TEACHING ENGLISH TO ECON STUDENTS

Authors

  • Maftuna Bobokeldieva Tashkent State University of Economics

DOI:

https://doi.org/10.5281/zenodo.18889362

Keywords:

gamification, English for Specific Purposes (ESP), economics education, motivation, vocabulary acquisition, communicative competence, higher education, Central Asia

Abstract

This study investigates the impact of gamification on English language learning outcomes among economics students at three universities in Central Asia (N = 387). Employing a quasi-experimental mixed-methods design over two academic semesters (2024–2025), the research compares gamified English for Specific Purposes (ESP) instruction with traditional pedagogical approaches. Results demonstrate that gamified learning environments led to a statistically significant improvement in vocabulary acquisition (d = 0.74, p < .001), reading comprehension (d = 0.62, p < .001), and communicative competence (d = 0.58, p < .01) among economics majors. Qualitative data from semi-structured interviews (n = 48) and classroom observations reveal heightened intrinsic motivation, sustained engagement, and positive attitudes toward discipline-specific English. The findings suggest that gamification, when aligned with ESP frameworks, serves as a powerful pedagogical tool for enhancing both linguistic and professional competencies in economics education.

References

Crystal, D. (2012). English as a Global Language (2nd ed.). Cambridge University Press.

Graddol, D. (2006). English Next. British Council Publications.

Hutchinson, T., & Waters, A. (2010). English for Specific Purposes: A Learning-Centred Approach. Cambridge University Press.

Flowerdew, L. (2013). Needs analysis and curriculum development in ESP. In B. Paltridge & S. Starfield (Eds.), The Handbook of English for Specific Purposes (pp. 325–346). Wiley-Blackwell.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of MindTrek ’11, 9–15.

Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a Self-Determination Theory perspective. Contemporary Educational Psychology, 61, 101860.

Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. HICSS ’14, 3025–3034.

Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain. International Journal of Educational Technology in Higher Education, 14(9), 1–36.

Reinders, H. (Ed.). (2012). Digital Games in Language Learning and Teaching. Palgrave Macmillan.

Ortiz-Rojas, M., Chiluiza, K., & Valcke, M. (2019). Gamification through leaderboards: An empirical study in engineering education. Computer Applications in Engineering Education, 27(4), 777–788.

Dudley-Evans, T., & St John, M. J. (1998). Developments in English for Specific Purposes. Cambridge University Press.

Basturkmen, H. (2010). Developing Courses in English for Specific Purposes. Palgrave Macmillan.

Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333–369.

Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row.

Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.

Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional Flow Scale-2. Computers in Human Behavior, 40, 133–143.

Landers, R. N. (2014). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45(6), 752–768.

Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191–210.

Dehghanzadeh, H., Fardanesh, H., Hatami, J., et al. (2021). Using gamification to support learning English as a second language: A systematic review. Computer Assisted Language Learning, 34(7), 934–957.

Duolingo Research. (2023). Effectiveness of Duolingo for Language Learning. Duolingo Official Report.

Toda, A. M., Valle, P. H., & Isotani, S. (2018). The dark side of gamification: An overview of negative effects of gamification in education. In Higher Education for All (pp. 143–156). Springer.

Hyun, M., & Lee, S. (2022). Beyond points and badges: Designing meaningful gamification for academic English. Journal of Educational Computing Research, 60(3), 567–589.

Swales, J. M. (2004). Research Genres: Explorations and Applications. Cambridge University Press.

Nelson, M. (2000). A corpus-based study of business English and business English teaching materials. Unpublished PhD thesis, University of Manchester.

Downloads

Published

2026-03-05

How to Cite

Bobokeldieva, M. (2026). THE ROLE OF GAMIFICATION IN TEACHING ENGLISH TO ECON STUDENTS. Academic Research in Modern Science, 5(8), 58-72. https://doi.org/10.5281/zenodo.18889362