Improving Learner Autonomy Through Digital Gamification in Uzbekistan Secondary Schools
Keywords:
Digital Gamification, Learner Autonomy, EFL, Quizizz, Kahoot, Blended Learning, Secondary EducationAbstract
This paper examines the integration of digital gamification tools, specifically Quizizz and Kahoot, to enhance learner autonomy and engagement in English as a Foreign Language (EFL) classrooms in Uzbekistan. Despite the prevalence traditional rote-learning methods in the regions still dominate the regional pedagogical landscape, this study focuses on a 12-week intervention involving 60 secondary school students. By facilitator to guide and support, students were encouraged to take ownership of their vocabulary acquisition. The results indicate a significant increase in student participation and a positive shift in attitudes toward independent study. The paper concludes that while digital tools are effective, their success depends heavily on institutional support and consistent internet access, providing a roadmap for future blended learning models in the region.Downloads
Published
2026-05-05
Issue
Section
Articles
How to Cite
Improving Learner Autonomy Through Digital Gamification in Uzbekistan Secondary Schools. (2026). American Journal of Language, Literacy and Learning in STEM Education (2993-2769), 4(5), 33-36. https://www.grnjournal.us/index.php/STEM/article/view/9441


