Digital Gamification Boosts Motivation and Engagement in EFL Classrooms
- DOI
- 10.2991/978-2-38476-589-8_59How to use a DOI?
- Keywords
- Digital Games; Learner Engagement; EFL Classrooms
- Abstract
General Background: Digital gamification has become a prominent approach in technology-supported language learning environments. Specific Background: In Uzbekistan, despite classroom phone restrictions, educators increasingly use tools such as Quizizz, Kahoot, and Jeopardy to support English as a Foreign Language instruction. Knowledge Gap: However, uncertainty persists regarding whether such tools strengthen learner involvement or divert attention and reduce critical thinking. Aims: This study investigates the role of digital games in shaping undergraduate students’ motivation, participation, and cognitive engagement in EFL classrooms. Results: Using mixed methods with 68 students and 21 teachers, findings show high levels of learner interest (M=4.32), participation (M=4.15), and collaborative interaction (M=4.48), while reported distraction remained low (M=2.11). Teachers confirmed increased participation and learner interest, although moderate concern regarding critical thinking was noted (M=3.12). Qualitative data revealed active collaboration, emotional involvement, and minimal off-task behavior when clear instructions were provided. Novelty: The study provides context-specific empirical evidence from Uzbekistan, highlighting both pedagogical advantages and practical constraints, including limited internet access and varying digital literacy. Implications: The findings suggest that structured integration of digital games, supported by teacher training and infrastructure improvement, can foster interactive and participatory language learning environments without significantly compromising cognitive development.
- Copyright
- © 2026 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Gulnora Abdullaeva Gaybulloevna PY - 2026 DA - 2026/06/18 TI - Digital Gamification Boosts Motivation and Engagement in EFL Classrooms BT - Proceedings of the 1st International Conference on Communication and Digital Multimedia 2025 (ICCDM 2025) PB - Atlantis Press SP - 736 EP - 744 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-589-8_59 DO - 10.2991/978-2-38476-589-8_59 ID - Gaybulloevna2026 ER -