The Use of Gamification in Language Teaching and Education: A Content Analysis Study

Main Article Content

Atta Abdalwahid Ahmed

Abstract

In recent times, technological innovations have revolutionized the educational process. New teaching methods have emerged, and educators are encountering a shift in teaching approaches. The present study is a detailed examination of the incorporation of gamification in education, a rapidly changing domain driven by technological progress. Employing a content analysis approach, the study aims to scrutinize 59 articles from 2018 to 2023, gathered from Google Scholar. The temporal analysis discloses a steady rise in research output, reaching its peak in 2022, underscoring the increasing importance of gamification in education. Authorship patterns explain distinctions between individual and collaborative researchers, emphasizing the significance of individual contributions in the field of language learning. Methodological exploration underscores a varied array of research approaches, with a noteworthy high rate utilizing quantitative methods, contributing to a robust comprehension of how gamification is applied in learning settings. The thematic analysis highlights language learning as a predominant focus, particularly within English language education, displaying the adaptability of gamification across diverse educational spheres. This comprehensive incorporation of findings serves as a valuable reference for academics, educators, and policymakers navigating the dynamic landscape of gamification in education.

Article Details

How to Cite
Ahmed, A. A. (2023). The Use of Gamification in Language Teaching and Education: A Content Analysis Study. Journal of Philology and Educational Sciences, 2(2), 33–45. https://doi.org/10.53898/jpes2023223
Section
Articles

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