THE ANALYSIS OF CLASSIFICATION OF ACTIVITIES AND TASKS TO DEVELOP CRITICAL THINKING SKILLS OF EFL STUDENTS THROUGH GAMIFICATION.

Authors

  • Mirbakieva Nigora Azadovna Doctor of Philosophy (PhD) in Philological Sciences Uzbekistan State University of World Languages Tashkent Uzbekistan

Keywords:

Keywords: Gamification, critical thinking, EFL students, language learning, game-based learning, higher-order thinking skills, collaborative learning, problem-solving, educational technology, language education.

Abstract

Abstract: The integration of gamification into English as a Foreign Language (EFL) instruction has become an important pedagogical approach for enhancing student engagement, motivation, and higher-order thinking skills. Recent studies indicate that gamified learning environments can positively influence language acquisition and cognitive development when instructional activities are carefully designed and aligned with learning objectives [1]. Critical thinking is recognized as one of the essential twenty-first-century competencies and is closely associated with learners’ ability to analyze, evaluate, interpret, and solve problems in academic contexts. The present article analyzes the classification of gamified activities and tasks used for the development of critical thinking skills among EFL students. The study is based on a review and synthesis of contemporary scholarly literature on gamification, critical thinking, and EFL education. Different categories of gamified activities, including problem-solving tasks, collaborative challenges, role-playing activities, decision-making games, digital quizzes, and simulation-based learning tasks, are examined according to their contribution to critical thinking development. The findings demonstrate that gamification supports critical thinking when game mechanics encourage reflection, analysis, argumentation, and evidence-based decision-making rather than simple reward collection. The article also discusses pedagogical implications for EFL teachers seeking to integrate gamification into language instruction effectively.

References

Chan, S. Enhancing EFL/ESL Instruction Through Gamification. Frontiers in Education, 2024. pp. 1–18.

Deterding, S., Dixon, D., Khaled, R., Nacke, L. From Game Design Elements to Gamefulness: Defining Gamification. Proceedings of MindTrek Conference, 2011. pp. 9–15.

Zhang, S., Hasim, Z., et al. Gamification in EFL/ESL Instruction: A Systematic Review of Empirical Research. Frontiers in Psychology, 2023. pp. 1–22.

Facione, P. A. Critical Thinking: What It Is and Why It Counts. Insight Assessment, 2015. pp. 1–30.

Kapp, K. M. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Pfeiffer, 2012. pp. 45–120.

Sailer, M., Homner, L. The Gamification of Learning: A Meta-Analysis. Educational Psychology Review, 2020. Vol. 32, pp. 77–112.

Anderson, L. W., Krathwohl, D. R. A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom’s Taxonomy. Longman, 2001. pp. 67–98.

Johnson, D. W., Johnson, R. T. Cooperative Learning: The Foundation for Active Learning. Active Learning—Beyond the Future, 2018. pp. 31–44.

Hamari, J., Koivisto, J., Sarsa, H. Does Gamification Work? A Literature Review of Empirical Studies on Gamification. Proceedings of the Hawaii International Conference on System Sciences, 2014. pp. 3025–3034.

Cheng, J., et al. Effects of Gamification on EFL Learning: A Quasi-Experimental Study. Humanities and Social Sciences Communications, 2025. pp. 1–15.

Trang, N. H. Impact of Teaching Critical Thinking Tasks for Enhancing EFL Learners’ Writing Performance. Asian EFL Journal, 2020. pp. 102–124.

Yunusova, S. Developing Critical Thinking Through Gamified Literary Activities in Middle School EFL Education. Journal of Pedagogical and Philological Research, 2026. pp. 114–122.

Hamari, J., Koivisto, J. Gamification and Learning Outcomes: A Review of Empirical Evidence. Computers & Education, 2020. pp. 1–25.

Oliveira, W., Pastushenko, O., Rodrigues, L., Toda, A., Palomino, P., Hamari, J., Isotani, S. Does Gamification Affect Flow Experience? A Systematic Literature Review. Educational Technology Research, 2021. pp. 1–20.

Downloads

Published

2026-06-10

How to Cite

Mirbakieva Nigora Azadovna. (2026). THE ANALYSIS OF CLASSIFICATION OF ACTIVITIES AND TASKS TO DEVELOP CRITICAL THINKING SKILLS OF EFL STUDENTS THROUGH GAMIFICATION. Ethiopian International Journal of Multidisciplinary Research, 13(6), 517–522. Retrieved from https://eijmr.org/index.php/eijmr/article/view/7167