UGC Approved Journal no 63975(19)

ISSN: 2349-5162 | ESTD Year : 2014
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Published in:

Volume 6 Issue 2
February-2019
eISSN: 2349-5162

UGC and ISSN approved 7.95 impact factor UGC Approved Journal no 63975

7.95 impact factor calculated by Google scholar

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Published Paper ID:
JETIR1902173


Registration ID:
196536

Page Number

501-505

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Title

Gamification of English Teaching and Learning

Abstract

Language is our primary source of communication. It is the method through which we share our ideas and thoughts with others. David Crystal in his book; ‘English as a Global language’ (1997) says: “A language achieves a genuinely global status when it develops a special role that is recognized in every country.” Earlier many learners struggled with traditional methods of learning English such as grammar translation method, which needed them to study the English language for years before using it in real life.Itwaschallenging for learners, who were busy with work, or were less academically gifted, or could not devote years to learning the language before being able to use the language. Educators realized that to motivate these learners, they need an approach that emphasizes on the communicative ability of learners. Thus, came the Communicative Language Teaching Approach (CLT). Gamification is one of the Communicative Language Teaching Approaches. Games are a fun and motivating way to practise and learn a language. Games give an opportunity to communicate in English in an interesting manner.This paper deals with the gamification of English teaching and learning. It briefly sheds light on the current status of the teaching and learning process of English in schools, and some of the problems teachers face while teaching English in the traditional method. The paperhighlights the importance of games in the teaching of English and has proposed different strategies by which games can be incorporated in the process of English teaching and learning.It suggests five new language games which may facilitate the process of learning English, making it interesting and effective.

Key Words

Gamification, Interesting, Effective, Communicative Ability

Cite This Article

"Gamification of English Teaching and Learning", International Journal of Emerging Technologies and Innovative Research (www.jetir.org), ISSN:2349-5162, Vol.6, Issue 2, page no.501-505, February-2019, Available :http://www.jetir.org/papers/JETIR1902173.pdf

ISSN


2349-5162 | Impact Factor 7.95 Calculate by Google Scholar

An International Scholarly Open Access Journal, Peer-Reviewed, Refereed Journal Impact Factor 7.95 Calculate by Google Scholar and Semantic Scholar | AI-Powered Research Tool, Multidisciplinary, Monthly, Multilanguage Journal Indexing in All Major Database & Metadata, Citation Generator

Cite This Article

"Gamification of English Teaching and Learning", International Journal of Emerging Technologies and Innovative Research (www.jetir.org | UGC and issn Approved), ISSN:2349-5162, Vol.6, Issue 2, page no. pp501-505, February-2019, Available at : http://www.jetir.org/papers/JETIR1902173.pdf

Publication Details

Published Paper ID: JETIR1902173
Registration ID: 196536
Published In: Volume 6 | Issue 2 | Year February-2019
DOI (Digital Object Identifier):
Page No: 501-505
Country: INDIA, INDIA, India .
Area: Engineering
ISSN Number: 2349-5162
Publisher: IJ Publication


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