Game-Based Learning in ESL Classrooms: A Focus on Gimkit and Other Apps

Xiaqing Chang, Chunqiao Chang

Abstract


Classroom teaching efficiency is influenced by a wide range of factors, including teaching strategies, classroom dynamics, and increasingly, the integration of technology. Among the technological tools available, video games have emerged as a compelling resource for fostering engaging and effective learning environments. This study aims to explore the role of video games in English as a Second Language (ESL) classrooms, focusing on their potential to enhance language acquisition, improve teacher-student interactions, and create enjoyable and meaningful learning experiences. Using a questionnaire-based approach, this research examines how video games can be integrated into ESL teaching to support cross-cultural language learning. By analyzing the impact of video games on classroom dynamics and learning outcomes, this paper contributes to the growing body of literature on technology-enhanced language education. It underscores the importance of leveraging video games as tools for immersive and interactive learning.


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DOI: https://doi.org/10.5430/ijhe.v14n1p1

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International Journal of Higher Education
ISSN 1927-6044 (Print) ISSN 1927-6052 (Online) Email: ijhe@sciedupress.com

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