Gamifying Grammar: Making Rules Fun in the Digital Age

  • Dr. Prashant S. Mothe Associate Professor of English,SSPM’s Adarsh College, Omerga, Dist. Dharashiv, India
Keywords: Self-Determination Theory (SDT), artificial intelligence (AI), Virtual Reality (VR), Augmented Reality (AR), Longitudinal Studies, etc.

Abstract

This research paper focuses on creating new and innovative ways to gamify grammar instruction to promote student engagement and learning outcomes in the age of digital imperialism. However, traditional methods of teaching grammar often result in a lack of student engagement and stress. Gamification is the integration of competition, rewards, or immersive storytelling into grammar lessons, where the technique can be used to enhance grammar lessons as a way to motivate and retain students. The purpose of this paper is to review the existing literature on gamification in education, review different gamified tools and platforms, and provide case studies that show successful implementation in different educational contexts. Further, it discusses the issues and limitations of gamifying grammar and the related issues and technological barriers to gamification. Overall, this study recommends integrating gamified approaches to grammar instruction and theorising that gamification can change the grammar instruction process into a more engaging and entertaining business for students.

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Published
2025-01-28
How to Cite
Mothe, D. P. S. (2025). Gamifying Grammar: Making Rules Fun in the Digital Age. La Ogi : English Language Journal, 11(1), 71-90. https://doi.org/10.55678/loj.v11i1.1926
Section
Articles

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