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ZENODO
Article . 2025
License: CC BY
Data sources: ZENODO
ZENODO
Article . 2025
License: CC BY
Data sources: Datacite
ZENODO
Article . 2025
License: CC BY
Data sources: Datacite
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ENHANCING READING COMPREHENSION SKILLS IN ENGLISH THROUGH GAMIFICATION FOR 5th – 7th – GRADE STUDENTS

Authors: Karimova Muyassar;

ENHANCING READING COMPREHENSION SKILLS IN ENGLISH THROUGH GAMIFICATION FOR 5th – 7th – GRADE STUDENTS

Abstract

This study explores the impact of gamification on the reading comprehension skills of 5th–7th grade ESL students. Using a quasi-experimental design, the research compares an experimental group, which engaged in gamified reading activities, with a control group that followed traditional methods. The results show that the experimental group demonstrated a 25% improvement in comprehension scores, while the control group improved by only 10%, proving the effectiveness of gamification.

Keywords

Gamification, ESL, reading comprehension, student engagement, Flow Theory, Self-Determination Theory, language learning, motivation, game-based learning.

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    influence
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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Green