ENHANCING ENGLISH LANGUAGE LEARNERS’ MOTIVATION THROUGH ONLINE GAMES

Authors

  • Nataliia V. Iaremenko National University of Life and Environmental Sciences of Ukraine, Kyiv, Ukraine

DOI:

https://doi.org/10.33407/itlt.v59i3.1606

Keywords:

gamification, motivation, English as a second language learning, Kahoot

Abstract

In this article, we examine the potentials of online games which teachers can employ in order to motivate their students and summarize the positive effects of playing learning games. The study addresses the question of how gamified learning is applicable to learning English as a second language. The other research questions refer to the reasons that make language learners want to play a learning game and the influence of particular game elements onto players. All of these questions are investigated on the example of Kahoot web resource. The study suggests that online learning games can foster intrinsic motivation and help engage students in learning activities. The use of online games in English as a second language learning shows the direct relationship between a high energy level of fun competition and increased motivation.

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Author Biography

Nataliia V. Iaremenko, National University of Life and Environmental Sciences of Ukraine, Kyiv, Ukraine

PhD (Pedagogy), associate professor of the Department of English for Technical and Agrobiological Specialities

References

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Published

2017-06-30

How to Cite

[1]
N. V. Iaremenko, “ENHANCING ENGLISH LANGUAGE LEARNERS’ MOTIVATION THROUGH ONLINE GAMES”, ITLT, vol. 59, no. 3, pp. 126–133, Jun. 2017.

Issue

Section

ICT and learning tools in the higher education establishments