USING ONLINE EDUCATIONAL GAMES IN TEACHING ESP STUDENTS
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https://doi.org/10.5281/zenodo.20637458;
online educational games, gamification, AI in language learning, active learning, student engagement, blended learning, immediate feedback, spaced repetition, constructivist learning, multimodal learningAbstrak
The purpose of this work is to enhance awareness of teaching a language through online educational games, as well as to explore effective ways to implement these educational games. In the evolving landscape of language education, the integration of technology has transformed how English for Specific Purposes (ESP) is taught and learned. ESP focuses on providing learners–such as medical professionals, engineers, and business executives–with specialized language skills tailored to their professional and academic needs. Traditional teaching methods often struggle to engage students in acquiring domain-specific vocabulary and contextual communication skills. Online educational games offer an innovative solution by immersing learners in interactive, real-world simulations that enhance both engagement and practical competence. Gamification plays a crucial role in ESP instruction by incorporating game-based elements such as points, levels, and rewards to sustain motivation and active learning. Artificial intelligence (AI) and emerging technologies like virtual reality (VR) and augmented reality (AR) further personalize and enhance learning experiences, allowing students to practice language in realistic, risk-free environments. Platforms like Kahoot, Quizizz, and Quizlet provide engaging, student-centered learning opportunities through interactive quizzes, flashcards, and gamified assessments. These tools support vocabulary acquisition, grammar practice, and communicative skills while offering immediate feedback and analytics to track progress.Iqtiboslar
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