Gamification as a tool for increasing the motivation of students of natural sciences and mathematics in learning foreign languages
DOI:
https://doi.org/10.5281/zenodo.17188084Keywords:
gaming techniques, competitions, scores, digital platforms, student motivation, assessment, engagement in learningAbstract
Abstract: The goal is to demonstrate how gamification increases the motivation of students of natural sciences and mathematics in learning foreign languages. The methods used in the study: analytical and descriptive review and systematization of publications and practices; comparative analysis of platform functionality; construction of a summary table of benefits for students, teachers and higher education institutions; adaptation of the five-stage gamification planning model (audience - goals - experience structure - resources - implementation) to the conditions of a university course; case-oriented description of procedures. Results. The study clarified the essence of gamification as the integration of game mechanics into educational activities; the goals of using gamification elements in foreign language teaching (increasing engagement, knowledge retention, discipline, cooperation) were determined. A generalized table of advantages for three groups is formed: students, teachers, higher education institutions (motivation, instant feedback, stress reduction; analytics for teachers; success, attendance, and image of higher education institutions), and limitations are outlined. A specific analysis of gamified tool platforms is provided: Kahoot! - classroom quizzes with ratings and quick feedback; Duolingo - individual trajectory with XP (points), badges, leagues, etc.; Quizlet - sets of cards and modes for vocabulary and terminology. The didactic role, strengths, and limitations are highlighted for each tool. Five steps for implementing gamified tools in the teaching of students in natural and mathematical specialties are recommended: (1) audience profile and format (pairs/independent work); (2) measurable learning goals (vocabulary, grammar, listening, attendance); (3) experience structure (tournament/levels/scores/leaderboard, tool rotation); (4) resource selection (Kahoot! for topic control, Quizlet for technical vocabulary, Duolingo Classroom for regularity); (5) game rules, scoring, demo game, regular analytics and feedback. Practical significance of the research results. The article provides a ready-to-use template for implementing gamification in a foreign language course for non-linguistic specialties: clear planning steps, assessment/score rules, selection of tools for the module goals, sample cases and a table of benefits for different stakeholders. Keywords: gaming techniques, competitions, scores, digital platforms, student motivation, assessment, engagement in learningDownloads
Published
2025-09-24
How to Cite
Panchenko, V. V., Radavska, O. M., & Onyshchenko, I. A. (2025). Gamification as a tool for increasing the motivation of students of natural sciences and mathematics in learning foreign languages. Pedagogical Academy: Scientific Notes, (22). https://doi.org/10.5281/zenodo.17188084
Issue
Section
Information and communication technologies in education
License
Copyright (c) 2025 Вікторія Валеріївна Панченко, Оксана Мстиславівна Радавська, Ірина Анатоліївна Онищенко

This work is licensed under a Creative Commons Attribution 4.0 International License.