IMPLEMENATION EXAMPLE

V1

I WOOULD USE THAT DICITONAIRY IMPLEMTN POINT SUSTESM

1 POINT FOR EACH WORDS LEARN

EAT COOK FETCH COMPUTER REPIR CAR

2 POINT

V2

TO PUT IN A SENTNCEC

I LIKE BLUE CARS
LIKE TO EAT PORT

3 POINT TO ADD NUMBEROURS WOURD

I TOOK MY BLUE CAR TO GET IT REPAIR AND AFTER THAT

Conclusion

In conclusion, the use of gamification in English Language Teaching demonstrates significant potential to enhance learners’ engagement, motivation, and overall language development. By integrating elements such as points, challenges, rewards, and purposeful feedback, teachers can create dynamic learning environments that encourage sustained participation and meaningful practice. Throughout this module, the insights gained highlight that gamification is most effective when it supports pedagogical goals rather than simply adding entertainment. It promotes autonomy, collaboration, and confidence, especially when activities are designed with clear objectives and opportunities for language interaction.

Looking toward the future, further exploration is needed on how gamification can be adapted to diverse learner profiles, digital platforms, and classroom contexts. Research could also examine long-term effects on vocabulary retention, communicative competence, and learner motivation. As educational technologies continue to evolve, gamification offers promising pathways for innovative ELT practices that combine creativity, evidence-based design, and meaningful learning experiences.

3.3 Interactive Game – ENGLISH BINGO (Corrected & Expanded) Game Title: English Bingo – Vocabulary & Speaking Challenge 1. Game Description

English Bingo is an interactive vocabulary-based game designed to promote active participation, listening comprehension, and spoken production. Students receive a Bingo card filled with English words. Instead of calling out numbers, the teacher uses definitions, synonyms, example sentences, short clues, or dictionary-style explanations. Students must identify the correct word on their card, mark it, and complete the challenge linked to that word (speaking, reading, or using it in a sentence).

This game increases motivation through challenge, chance, and small rewards, while reinforcing vocabulary comprehension and meaningful language use.

  1. Learning Objective (Aligned with the Activity)

To create a gamified learning task using game mechanics (points, challenges, rewards, progression, and feedback) that promotes engagement and meaningful vocabulary practice in the English classroom.

  1. Materials Needed

Printable Bingo cards (4×4 or 5×5 grid)

Vocabulary lists aligned to the current unit

A mini-dictionary or online dictionary (Cambridge, Oxford, Merriam-Webster)

Tokens or markers

Prize system (stickers, stars, class points)

  1. How to Play (Step-by-Step Procedure) Step 1 — Preparation

The teacher selects 16–25 vocabulary words from the lesson. Each student receives a different Bingo card.

Step 2 — Dictionary-Style Clues

Instead of numbers, the teacher calls out clues such as:

“Definition: A place where you borrow books.”

“Synonym: Purchase.”

“Antonym: Small.”

“Example sentence: I usually _____ breakfast at 7:00 a.m.”

“Dictionary entry clue: (verb) to move quickly on foot.”

Students must find the matching word on their card.

Step 3 — Marking the Word

Students place a marker on the word. If they disagree or are unsure, they may consult the dictionary (encouraging autonomy).

Step 4 — Gamified Speaking Challenge

When a student marks a word, they must complete one of these mini-tasks:

Use the word in a complete sentence

Give a synonym or antonym

Spell the word aloud

Act it out

Read the dictionary definition

Step 5 — Winning Conditions

Students must complete one of the following:

One full row

One full column

Four corners

Full Bingo card (hard mode)

If multiple students win at the same time, a bonus challenge decides the final winner (students define a mystery word without saying it → Taboo-style).

  1. Gamification Elements Included Element How It Appears in English Bingo Points Students earn points for correct answers and mini-challenges. Badges / Stars Students can earn “Vocabulary Star,” “Dictionary Master,” or “Fast Finder.” Challenges Each clue requires vocabulary comprehension and speaking production. Levels Easy (pictures), Medium (definitions), Hard (synonyms/antonyms). Rewards Stickers, table points, or small classroom privileges. Randomness / Chance Every Bingo card is different, increasing excitement. Progression Students move from simple recognition to meaningful production. Immediate Feedback Teacher confirms answers and provides quick corrections.
  2. Integration of the Dictionary (as you requested)