GAMIFICATION IN TEACHING VOCABULARY THROUGH SECONDARY SCHOOL STUDENTS
Abstract
This article explores the use of gamification as a pedagogical tool in teaching vocabulary to secondary school students. It highlights the benefits, challenges, and effectiveness of using game elements such as points, badges, leaderboards, and narrative structures in vocabulary acquisition. Drawing on recent studies and pedagogical frameworks, this paper argues that gamification can significantly enhance student engagement, motivation, and retention of vocabulary when implemented effectively.
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