Journal of Effective Teaching and Learning Practices

Volume: 3 Issue: Special Issue 1

  • Open Access
  • Original Article

Project-Based Gamification to Enhance English Language Learning

Sreejana S1

1Assistant Professor, Department of Languages & Communication, SFS, Kumaraguru College of Technology, Coimbatore, India.

[email protected]

Year: 2026, Page: 24-31, Doi: https://doi.org/10.70372/jeltp.v3.sp1.6

Abstract

English language learning is essential for engineering graduates, yet traditional instructional approaches often result in passive participation and reduced motivation. This study presents a project-based gamification model implemented through a 30-hour elective course, where engineering students designed and developed their own gamified tools to enhance specific aspects of English learning. Grounded in Self-Determination Theory and Flow principles, the course enabled students to develop vocabulary, grammar, idiomatic competence, and communication skills through creation-based learning. Student-developed games—such as Hangman, Idiomatrix, ELITZ, and Tweet Tweet—demonstrated increased creativity, engagement, and language retention. Assessment included project development, peer testing, and reflections. The findings indicate that student-created gamification is an innovative and effective pedagogical approach aligned with NEP 2020 priorities.

Keywords: Gamification, English Language Learning, Project-Based Learning, Engineering Education, Student Engagement

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Cite this article

Sreejana S. Project-Based Gamification to Enhance English Language Learning. Journal of Effective Teaching and Learning Practices. 2026;3(Sp1):24-31    

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