GAMIFICATION AS AN INNOVATIVE APPROACH TO TEACHING ADVANCED ENGLISH VOCABULARY

Authors

  • Karimova Iroda Ahadbek kizi Master’s student (2nd year) Uzbek State World Languages University Tashkent, Uzbekistan

Keywords:

advanced vocabulary, gamification, lexical competence, digital tools, foreign language teaching

Abstract

Developing advanced-level vocabulary is a key objective in foreign language education, requiring learners not only to recognize complex words but also to use them accurately and appropriately in context. Traditional vocabulary instruction often relies on memorization and standardized exercises, which may limit full lexical competence development.

The study investigates the effectiveness of gamification in teaching advanced English vocabulary using digital tools such as Quizlet, Kahoot, and Baamboozle. A quasi-experimental quantitative design involved three groups: one experimental group (17 students) and two control groups (32 students total). All groups received the same vocabulary content in a similar learning environment, but the experimental group practiced words in context and completed gamified reinforcement exercises over a five-week period. Pre-test results showed comparable vocabulary knowledge across all groups. Post-test results indicated that the experimental group slightly outperformed the control groups, demonstrating a moderate positive effect in vocabulary retention, contextual usage, and learner engagement.

These findings suggest that integrating gamification into advanced vocabulary teaching can enhance learning outcomes, even over a short instructional period.

References

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Published

2026-04-07

How to Cite

Karimova Iroda Ahadbek kizi. (2026). GAMIFICATION AS AN INNOVATIVE APPROACH TO TEACHING ADVANCED ENGLISH VOCABULARY. Ethiopian International Journal of Multidisciplinary Research, 13(4), 420–425. Retrieved from https://eijmr.org/index.php/eijmr/article/view/5954