Game on! Improving reading habits: Using gamification to enhance learner motivation and participation

Authors

  • Jennifer Sheokarah University of Kwa-Zulu Natal

DOI:

https://doi.org/10.17159/2520-9868/i102a01%20

Keywords:

Non-digital gamification, second language learning, reading habits, game elements

Abstract

Regarded as a potential remedy for poor educational outcomes, gamification has obtained substantial consideration in second language learning, offering a novel way to increase learner motivation and engagement by incorporating game elements into classroom activities. This paper, part of a larger study, examines the impact of non-digital gamification on language learning among Grade 8 and 9 second language learners in a South African high school. Specifically, it explores how incorporating gamified reading activities, namely ‘Reading for Treasure!’ (individual treasure hunt) and ‘Rearrange the short sentence!’ (collaborative reading challenge) can increase learner motivation and participation, and enhance reading habits. The research focuses on encouraging second language learners who initially displayed fear of and reluctance for reading in their overcrowded English classrooms. Findings indicate that gamified activities foster a more engaging and interactive learning environment, encouraging second language learners to take an active role in improving their reading habits. Through competitive and collaborative games, learners demonstrated increased enthusiasm and developed confidence in their reading journeys. This paper highlights the potential of gamification as a tool in language education, advocating for its broader implementation in curriculum design to create a more dynamic and effective reading experience. By addressing the specific needs of second language learners in this study, this paper provides practical insights for teachers aiming to adopt gamified approaches in their teaching.

Downloads

Published

2025-12-20