- Issue
- Journal of Siberian Federal University. Humanities & Social Sciences. 2026 19 (1)
- Authors
- Zhumagaliyeva, Guldana Zh.; Yerik, Gulnur
- Contact information
- Zhumagaliyeva, Guldana Zh.: L. N. Gumilyov Eurasian National University Astana, Republic of Kazakhstan; ORCID: 0000-0002-9890-204X; Yerik, Gulnur : L. N. Gumilyov Eurasian National University Astana, Republic of Kazakhstan; ; ORCID: 0000-0001-7283-2402
- Keywords
- gamification; critical thinking; digital learning environment; ESP; ESP
- Abstract
As the integration of digital technologies becomes increasingly prevalent in higher education, there is a growing need to explore innovative instructional approaches that promote learner engagement and higher- order thinking. Gamification, defined as the application of game design elements in non- game contexts, has gained attention as a motivational strategy that can transform traditional learning into an interactive and cognitively stimulating experience. This study investigates the impact of gamification on the development of critical thinking skills within digital learning environments, with a specific focus on English for Specific Purposes (ESP). Utilizing a quasi‐experimental research design, the study involved 60 ESP learners who were randomly assigned to either a gamified digital learning group and a traditional digital learning control group. Data on critical thinking performance were collected through standardized assessments administered before and after a 10‐week intervention period. The results indicate that the gamified learning environment significantly enhanced students’ problem-solving and analytical competencies
- Pages
- 132–141
- EDN
- FQNTPM
- Paper at repository of SibFU
- https://elib.sfu-kras.ru/handle/2311/158108
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0).