The Effectiveness of Using Gamification of Educational Apps in Teaching Speaking Skills in English for Secondary School Students
Keywords:
Gamification, educational apps, speaking skills, language learning, secondary school students, multimedia integration, mobile learningAbstract
This study examines the effectiveness of gamification in educational apps for enhancing English-speaking skills among secondary school students. By comparing an experimental group utilizing gamified applications with a control group that adhered to traditional teaching methods, the research highlights how gamification fosters student engagement, reduces speaking anxiety, and promotes consistent language practice. Quantitative analysis of student and teacher questionnaire responses indicates that gamified applications significantly enhance participation and provide valuable opportunities for language use. The findings suggest that integrating gamified tools into language learning can improve speaking proficiency while making the process interactive and enjoyable
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