AUTHOR=Chan Sumie , Lo Noble TITLE=Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence JOURNAL=Frontiers in Education VOLUME=9 YEAR=2024 URL=https://www.frontiersin.org/journals/education/articles/10.3389/feduc.2024.1395155 DOI=10.3389/feduc.2024.1395155 ISSN=2504-284X ABSTRACT=Introduction

In the landscape of English language education, the integration of gamification has marked a transformative trend. This systematic review, utilizing a rapid evidence assessment methodology, critically examines thirty empirical studies from the Web of Science, spanning the years 2010 to 2022. It aims to synthesize the current body of research on the incorporation of gamification into EFL/ESL pedagogy.

Methods

The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) was followed when conducting this study to provide a comparative study on the methodology and results of systematic reviews on the use of various digital gaming platforms in China, Malaysia, the United Arab Emirates, Korea, the Netherlands, Saudi Arabia, Iran, Spain, Turkey, and Ecuador. The synthesis of studies under review identifies a spectrum of gamification components incorporated within the educational frameworks.

Results

Our analysis reveals an ascending trajectory in the prevalence of gamification within this academic sphere and corroborates its efficacy as a catalyst for language acquisition. The synthesis of studies under review identifies a spectrum of gamification components incorporated within the educational frameworks.

Discussion

The collected evidence underscores gamification’s role in enhancing English proficiency, influencing learners’ attitudes and emotional engagement positively, and fostering an immersive language learning milieu. Furthermore, this review delineates strategic insights and identifies key gamification components instrumental in orchestrating gamified educational experiences. The implications of the findings extend to pedagogical practices, providing a guide for educators in the design and implementation of gamified language learning environments.