In short: Gamification means adding game elements (points, leaderboards, levels, rewards) to learning to increase students’ motivation and engagement. It combines well with the flipped classroom and works both online and offline.
Gamification means adding game-like elements to non-game activities, turning learning English, even English for specific purposes, into an exciting and enjoyable experience. However, the main focus of gamification is not just entertainment: it is an approach to motivating students by increasing their interest, creating interactive learning materials and supporting learner autonomy.
Gamification began to be widely adopted in the second half of the 2010s. Unlike earlier studies that assumed online gamification focused mainly on vocabulary learning, the approach is now widely used in teaching vocabulary, grammar, listening, speaking, reading, writing, pronunciation, college English and even English literature. This shows how practical gamification is in real EFL/ESL classrooms.

“54 Gamification Statistics You Must Know.” Finances Online. URL.

“Gamification In Education For Sustainable Development. European Proceedings.” URL.
Besides using games and game elements in traditional teaching, let’s remember the flipped classroom method and how much new and interesting this teaching concept can bring into students’ lives. Independent study often takes place on interactive platforms with points and progress tracking, which resembles a gamified environment.
When we say “gamification”, we very often mean both gamified learning and game-based learning. But although they are similar, the two approaches are different. So what is the difference?
The biggest difference between game-based learning and gamification lies in applying them in non-game contexts. For example, gamification in your classroom could be a leaderboard for students who completed their homework on time every day, with a reward each month for the longest streak.
Gamification means bringing aspects of game design into the learning process. This includes features such as:
Although game-based learning and gamified learning are different (and we should remember this as English teaching professionals), both methods certainly help engage students and improve the learning process. So let’s use both! Check out the table and example below ⤵️⤵️

“Game-based learning vs. Gamification.” Prodigy.
In our English lessons we have a whole set of interesting games that we like to use both online and offline. Each has its own rules and rewards for the winners: for example, interactive vocabulary challenges, language puzzles and team competitions. Look at the examples below, and maybe you will use them for some purpose in your very next lesson:
The most frequently used elements of gamification are feedback, points, quizzes, digital badges, leaderboards and rewards (usually given to students for correct answers), followed by progress bars, stories, challenges, videos, time limits and competitions. Less frequently used elements are avatars, collaboration, role-play, QR codes and so on.
All of them, including badges, rewards, cumulative points and competition points, provide visible incentives for students and the expected behavior in education.
Most games share several common features. The examples below are worth including in one of the activities you do in class:
Game activities or elements of gamification can be successfully included at the start of lessons (warm-up), in language practice, skills work, review or extra homework. If lessons do not have elements of gamification, consider adapting them using the examples above or applying the suggested gamification elements. However, keep the following in mind:
Look at the examples below and decide whether the activity is part of game-based learning (GBL) or simply contains elements of gamification.
Research findings on the impact of gamification on learning English as a foreign or second language are mixed. A large number of studies report and confirm the potential benefits of gamification for students learning English, including:
However, some other studies concluded that students who had access to gamified content performed better in the short term, but this did not affect their final learning outcomes.
Gamification is a double-edged tool. For students who are bored and unwilling to learn, rewards and incentives can increase their motivation, while for students who are already motivated, gamified learning activities can harm their intrinsic motivation.
The benefits of gamification in learning English as a foreign or second language can be analyzed from three angles: improving students’ language skills, a positive effect on their attitudes and emotional responses, and creating an authentic language environment that develops students’ overall competence.

First, a gamified learning environment has been found to help EFL/ESL students improve their listening, speaking, reading and writing skills compared with traditional learning environments. Schools and teachers need to give students dynamic learning materials and pass on knowledge effectively. Gamification is a useful approach for providing dynamic materials. It can be used not only for learning and teaching but also for review and assessment. As a result, it can improve students’ English competence and help them build the habit of self-study.
Second, gamification can have a positive effect on EFL/ESL students’ attitudes and emotional responses in terms of interest, motivation, anxiety and a sense of achievement. Increased motivation to learn is one of the most frequently mentioned positive outcomes in the reviewed articles. Students found the gamified approach innovative, interesting and game-like, helpful for learning English and supportive of their interest and engagement in learning English, as well as their inclusion and enthusiasm. All these strategies are used to increase students’ motivation, which leads to engagement and is the main driver of successful EFL/ESL learning.
Third, gamification helped create an authentic language environment for learning and developed students’ comprehensive literacy. Gamification provided an authentic language environment through digital gamified situational storylines, improved students’ communication skills, and there were strong recommendations to include play in learning and integrate it into school curricula. Gamification can also provide a more enjoyable learning environment and opportunities for collaboration, creating an interactive atmosphere, increasing student engagement and developing their communication skills.
In addition, students can improve their 21st-century skills, including computer literacy, critical thinking, digital literacy and problem-solving. Learner autonomy also grows, as students can correct their own mistakes with minimal stress. They progress by learning at their own pace.
However, gamification is not a perfect approach.
The disadvantages of gamification include technical problems, fixed learning procedures and the potentially pointless use of game elements in teaching, which does not necessarily improve students’ English skills and can cause high levels of anxiety about learning in class. Gamification creates a quantitative assessment of the learning process by measuring students’ performance in numbers (time, points, levels and so on). In addition, some gamified elements, such as leaderboards and a competitive context, may discourage some children rather than strengthen their academic performance.
Gamification adds game elements to ordinary tasks, while GBL (game-based learning) means learning directly through games.
Points, levels, leaderboards, badges, rewards, competitions and challenges, plus online quizzes and websites with game-based tasks.
Yes. Research results are mixed: some studies show only a short-term effect, and for students who are already motivated, game rewards can harm their intrinsic motivation.