Gamification in Grammar Instruction:
Enhancing Retention Through
Interactive Activities
Author: Zhanylsyn Zhanel
Affiliation: Kazakh Ablai Khan University of International Relations and World
Languages
Email: [email protected]
Abstract
Gamification has emerged as a significant innovation in English as a Foreign Language
(EFL) grammar instruction, aiming to enhance learner engagement and motivation.
Integration of game-based elements, such as platforms like Kahoot! and Quizizz, has
been shown to improve students’ grammatical proficiency and foster positive attitudes
toward learning (Ardi and Rianita, 2022). Studies have emphasized that while
gamification can increase interaction and enjoyment, careful implementation is necessary
to balance competition and educational objectives (Kawattipa and Tangkiengsirisin,
2024). This research examines the effects of gamified grammar instruction on student
engagement and retention, providing insights into effective strategies for integrating
gamification into EFL curricula.
1. Introduction
The teaching of grammar remains one of the most challenging aspects of English as a
Foreign Language (EFL) instruction. Traditional grammar lessons often lack
engagement, leading to reduced learner motivation and retention (Ur, 1996; Larsen-
Freeman, 2001). Gamification, defined as the use of game elements like points, badges,
leaderboards, and feedback in non-game contexts, offers a promising strategy for
enhancing language instruction (Deterding et al., 2011). Research has indicated that
integrating such elements into grammar instruction can promote deeper cognitive
engagement, encourage repetition, and reduce anxiety associated with grammatical
learning (Kapp, 2012; Lee and Hammer, 2011). This study explores how the application
of gamification strategies in EFL grammar instruction impacts student engagement,
motivation, and retention.
2. Literature Review
The role of gamification in education has gained significant attention, particularly in
language learning. Rooted in behavioral and cognitive learning theories, gamification
applies rewards, feedback, and active engagement (Skinner, 1953; Piaget, 1972).
Integration of game elements such as points, badges, and feedback enhances motivation
and engagement (Deterding et al., 2011). The use of platforms like Kahoot! and Quizizz
significantly improves classroom participation (Ardi and Rianita, 2022). Positive
emotional states, crucial for retention, are fostered by gamified activities (Zhang and
Hasim, 2023). Challenges include stress from competition (Kawattipa and
Tangkiengsirisin, 2024) and loss of novelty over time (Looyestyn et al., 2017). Effective
gamification must therefore be adapted carefully to learner profiles and contexts (Hamari
et al., 2014).
3. Methodology
This study employed a mixed-methods research design. Participants included 60 first-
year undergraduate EFL students, divided equally into experimental and control groups.
Gamified platforms like Kahoot!, Quizizz, and Wordwall were used in the experimental
group, while the control group followed traditional methods. Data collection instruments
included pre-tests, post-tests, delayed retention tests, surveys, interviews, and classroom
observations. Quantitative data were analyzed using paired-samples t-tests and ANOVA;
qualitative data were subjected to thematic analysis (Braun and Clarke, 2006).
4. Findings and Discussion
Students in the experimental group achieved a 21.7% improvement from pre-test to post-
test, compared to 10.7% in the control group. Retention tests showed minimal decline in
the experimental group, indicating long-term grammar retention. Engagement surveys
revealed higher enjoyment and perceived competence among gamified learners.
Qualitative insights highlighted increased collaboration, instant feedback appreciation,
and reduced grammar anxiety. However, a small number of students reported stress
related to competition, affirming the importance of careful gamification design.
Figure 1: Grammar test score comparison between experimental and control groups.
5. Conclusion and Recommendations
Gamified grammar instruction significantly enhanced student engagement, motivation,
and retention. Teachers should integrate purposeful gamified activities aligned with
learning objectives, diversify game types, and prioritize immediate feedback. Regularly
refreshing gamified activities is recommended to maintain learner interest. Future studies
should involve longitudinal research across diverse educational settings to further
validate the findings.
6. References
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