METHODOLOGY FOR DEVELOPING KEY COMPETENCIES IN 10TH–11TH GRADE STUDENTS THROUGH GAMIFICATION IN ENGLISH LANGUAGE TEACHING
Keywords:
Gamification, English language teaching, key competencies, secondary school education, interactive learning, 10th–11th grade students, motivation, digital tools, language acquisition, communication skills, critical thinking, collaborative learning, student engagement, educational innovation, learner autonomy.Abstract
This thesis focuses on the application of gamification in English language teaching as a means to develop essential key competencies among 10th–11th grade students. In today’s rapidly evolving educational environment, there is an increasing demand for learners to acquire not only linguistic knowledge but also broader competencies such as critical thinking, collaboration, digital literacy, and communication skills. The integration of game-based methods in English classes has proven to be an effective approach to enhance student motivation, engagement, and performance. By incorporating digital tools like Kahoot, Quizizz, and Wordwall, teachers can transform traditional lessons into interactive experiences that encourage active participation and meaningful learning. The thesis presents findings from a practical implementation where gamified instruction led to noticeable improvements in vocabulary retention, speaking fluency, and overall classroom dynamics. Moreover, it explores how gamification fosters a positive and inclusive learning environment that supports students’ emotional and social development. This research contributes to the field of innovative pedagogy by providing methodological recommendations for secondary school educators aiming to implement gamification as a tool for building 21st-century competencies in English language learners.References
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