Game-Based Learning in ESL Classrooms: A Focus on Gimkit and Other Apps
Xiaqing Chang and
Chunqiao Chang
International Journal of Higher Education, 2025, vol. 14, issue 1, 1
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.
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:jfr:ijhe11:v:14:y:2025:i:1:p:1
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