THE CONCEPT OF “GAMIFICATION” IN MODERN EDUCATION (BASED ON THE FRENCH LANGUAGE)
DOI:
https://doi.org/10.31651/2524-2660-2026-1-243-247Keywords:
gamification approach, interactive method, communicative training, oral speech and understanding, competenciesAbstract
Summary. This paper examines the concept of gamification as one of the most relevant and effective approaches to modern education, particularly in teaching French as a foreign language. The relevance of the research is stipulated by the growing interest in learning foreign languages in the context of globalization, the active development of technology and the expansion of international educational cooperation. In such conditions, teachers are tasked with finding innovative teaching methods that can increase students’ motivation and ensure high learning outcomes in a short time.
Special attention is paid to the issues of mastering grammatical material, which traditionally causes the greatest difficulties for students. That given, the article analyzes the potential of game-based learning methods as a means of overcoming the above issues, increasing cognitive activity and enhancing a sustained interest in the subject.
Gamification is considered a universal tool applicable at various levels of learning and allows combining educational goals with the elements of entertainment. The paper presents examples of how gaming technologies and digital platforms are used, in particular the Kahoot service, for organizing instructional contests and revising grammatical material.
In the article, major benefits of the gamification approach are also emphasized: the growth of motivation for learning, active involvement of students in the educational process, advancement of skills in working with modern technologies and improving the efficiency of learning. It is concluded that gamification, based on both digital resources and traditional game forms (cards, whiteboard), is an effective means of optimizing the learning process of the French language: it contributes to achieving sustainable educational outcomes. Gamification, which is very popular in foreign language instruction, can be used at any level of education.
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