THE USE OF EDUCATIONAL GAMES IN THE DEVELOPMENT OF VOCABULARY IN ENGLISH

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Abstract

This article explores the effectiveness of educational games as a tool for enhancing vocabulary acquisition in English language learners. It examines various types of games, including word puzzles, role-playing, and digital applications, highlighting their potential to create engaging and interactive learning environments. Additionally, it presents case studies and empirical research findings that demonstrate positive outcomes in vocabulary development when games are integrated into the curriculum. The article concludes with practical recommendations for educators on incorporating educational games into their teaching strategies to foster a more dynamic and effective vocabulary learning experience.

List of references

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Squire, K. (2005). Changing the Game: What Happens When Video Games Enter the Classroom? Innovate: Journal of Online Education, 1(6).

Hwang, G. J., Chang, C. Y. (2011). A Learning Model for Augmented Reality in Science Education: A Case Study of the Solar System. Educational Technology Society, 14(2), 60-70.

Hamari, J., Koivisto, J., Sarsa, H. (2016). Does Gamification Work? A Literature Review of Empirical Studies on Gamification. 2014 47th Hawaii International Conference on System Sciences, 3025-3034.

How to Cite

Nargiza Gafforovna, B. (2025). THE USE OF EDUCATIONAL GAMES IN THE DEVELOPMENT OF VOCABULARY IN ENGLISH. Kokan SPI. Journal of Scientific Reporting, 5(3). Retrieved from https://ilmiyxabarlar.kspi.uz/index.php/journal/article/view/2206
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