Factors and Challenges in Implementing Gamification in English Language Education within the School System
Keywords:
English language teaching, educational inequality, marginalized areas, cultural reproduction, linguistic capitalAbstract
Purpose: This study aimed to explore the key factors and challenges in implementing gamification in English language teaching (ELT) within Iranian educational settings.
Methodology: Employing a qualitative design, the study collected data through semi-structured interviews with 15 English teachers from Ilam Province who had practical experience using gamification. Thematic analysis was applied to identify recurring themes and insights.
Findings: The analysis identified six major factors essential for effective gamification: clear learning objectives, attention to student motivation and individual needs, inclusivity and fairness, meaningful formative assessment and feedback, contextual alignment with institutional and cultural settings, and continuous professional development. Teachers also reported critical challenges, including time constraints, limited resources, inadequate training, difficulties in sustaining engagement, learner diversity, and curricular rigidity.
Conclusion: Gamification holds significant potential to enhance language learning through interactive and engaging experiences, provided it aligns with pedagogical goals and addresses contextual limitations. Professional development, inclusive design, and institutional support are vital to successful implementation.
Downloads
References
Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79. https://doi.org/10.1108/IJILT-02-2017-0009
Benzizoune, O. (2024). Enhancing Classroom Management and Student Engagement: The Role of ClassDojo and Gamification in Education. Journal of English Language Teaching and Applied Linguistics, 6(3), 106-114. https://doi.org/10.32996/jeltal.2024.6.3.13
Cheng, Y. M. (2024). What makes learners enhance learning outcomes in MOOCs? Exploring the roles of gamification and personalization. Interactive Technology and Smart Education, 21(2), 308-330. https://doi.org/10.1108/ITSE-05-2023-0097
Cuban, L. (2001). Oversold and underused: Computers in the classroom. https://doi.org/10.4159/9780674030107
Deterding, S. (2012). Gamification: designing for motivation. Interactions, 19(4), 14-17. https://doi.org/10.1145/2212877.2212883
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. 2425-2428. https://doi.org/10.1145/1979742.1979575
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 75-88. https://www.jstor.org/stable/pdf/jeductechsoci.18.3.75.pdf
Ebrahimi Pour, A., & Bagheri, M. (2024). The effect of gamification of virtual classrooms on students' motivation and academic performance. Journal of New Educational Thoughts, 7-21. https://jontoe.alzahra.ac.ir/article_7800.html?lang=en
Göbel, S., Wendel, V., Ritter, C., & Steinmetz, R. (2010). Personalized, adaptive digital educational games using narrative game-based learning objects. 438-445. https://doi.org/10.1007/978-3-642-14533-9_45
Goethe, O., & Goethe, O. (2019). Learning experiences in real life Gamification Mindset. https://doi.org/10.1007/978-3-030-11078-9_5
Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American psychologist, 69(1), 66. https://doi.org/10.1037/a0034857
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. 3025-3034. https://doi.org/10.1109/HICSS.2014.377
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019
Hosseini, N. (2024). TAPS: Getting to know an educational gamification software. Roshd Educational Technology Monthly, 10-11.
Huang, X., Zou, D., Cheng, G., & Xie, H. (2021). A Systematic Review of AR and VR Enhanced Language Learning. Sustainability, 13(9), 4639. https://doi.org/10.3390/su13094639
Ibrahimi Pour, A., & Bagheri, M. (2024). The effect of gamification of the virtual classroom on students' motivation and academic performance. Faslname-ye Andishehaye Novin Tarbiati [Quarterly Journal of New Educational Thoughts], 20(1), 7-20. http://journal.alzahra.ac.ir/article_7800.html
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer. https://doi.org/10.1145/2207270.2211316
Knutas, A., Ikonen, J., Nikula, U., & Porras, J. (2014). Increasing collaborative communications in a programming course with gamification: a case study. 370-377. https://doi.org/10.1145/2659532.2659620
Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review. Educational Technology Research and Development, 72(2), 765-796. https://doi.org/10.1007/s11423-023-10337-7
Luo, Z. (2023). The effectiveness of gamified tools for foreign language learning (FLL): a systematic review. Behavioral Sciences, 13(4), 331. https://doi.org/10.3390/bs13040331
Malone, T. W., & Lepper, M. R. (2021). Making learning fun: A taxonomy of intrinsic motivations for learning In Aptitude, Learning, and Instruction. Routledge. https://www.taylorfrancis.com/chapters/edit/10.4324/9781003163244-10/making-learning-fun-thomas-malone-mark-lepper
Nicholson, S. (2015). A RECIPE for meaningful gamification, first chapter of gamification in education and business. https://doi.org/10.1007/978-3-319-10208-5_1
Peterson, M. (2023). Digital simulation games in CALL: A research review. Computer Assisted Language Learning, 36(5-6), 943-967. https://doi.org/10.1080/09588221.2021.1954954
Pinto, D., Peixoto, B., Melo, M., Cabral, L., & Bessa, M. (2021). Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research. Education Sciences, 11(5), 222. https://doi.org/10.3390/educsci11050222
Reinders, H., & Wattana, S. (2015). The effects of digital game play on second language interaction. International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT), 5(1), 1-21. https://doi.org/10.4018/IJCALLT.2015010101
Ryu, D. (2013). Play to learn, learn to play: Language learning through gaming culture. Recall, 25(2), 286-301. https://doi.org/10.1017/S0958344013000050
Shute, V. J. (2008). Focus on formative feedback. Review of Educational Research, 78(1), 153-189. https://doi.org/10.3102/0034654307313795
Stiggins, R. (2005). From formative assessment to assessment for learning: A path to success in standards-based schools. Phi Delta Kappan, 87(4), 324-328. https://doi.org/10.1177/003172170508700414
Walsh, C. (2010). Systems-based literacy practices: Digital games research, gameplay and design. The Australian Journal of Language and Literacy, 33(1), 24-40. https://doi.org/10.1007/BF03651819
Wulantari, N. P., Rachman, A., Sari, M. N., Uktolseja, L. J., & Rofi'i, A. (2023). The role of gamification in English language teaching: A literature review. Journal on Education, 6(1), 2847-2856. https://doi.org/10.31004/joe.v6i1.3328
Zeybek, N., & Saygı, E. (2023). Gamification in Education: Why, Where, When, and How?—A Systematic Review. Games and Culture, 15554120231158625.
Zhang, S., & Hasim, Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in psychology, 13, 1030790. https://doi.org/10.3389/fpsyg.2022.1030790
Downloads
Published
Submitted
Revised
Accepted
Issue
Section
License
Copyright (c) 2025 Ali Abbasi Aram

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.