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The Impact of Gamification on English Language Teaching in Higher Education: A Systematic Review

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dc.contributor.author Zarour, Nourane
dc.date.accessioned 2025-07-02T10:42:37Z
dc.date.available 2025-07-02T10:42:37Z
dc.date.copyright 2025 en_US
dc.date.issued 2025-05-07
dc.identifier.uri http://hdl.handle.net/10725/17059
dc.description.abstract 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. en_US
dc.language.iso en en_US
dc.title The Impact of Gamification on English Language Teaching in Higher Education: A Systematic Review en_US
dc.type Thesis en_US
dc.term.submitted Spring en_US
dc.author.degree MA in Education en_US
dc.author.school SoAS en_US
dc.author.idnumber 202305746 en_US
dc.author.commembers Bahous, Rima
dc.author.commembers Younes, Rayya
dc.author.department Psychology And Education en_US
dc.author.advisor Kelcey, Jo Alix
dc.keywords Gamification en_US
dc.keywords English Language Teaching en_US
dc.keywords Language Learning en_US
dc.keywords EdTech en_US
dc.keywords Systematic Review en_US
dc.identifier.doi https://doi.org/10.26756/th.2023.802 en_US
dc.author.email nourane.zarour@lau.edu en_US
dc.identifier.tou http://libraries.lau.edu.lb/research/laur/terms-of-use/thesis.php en_US
dc.publisher.institution Lebanese American University en_US
dc.author.affiliation Lebanese American University en_US


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