The Impact of Gamification on Critical Thinking Developmenin Digital Learning Environments during ESP course


Влияние геймификации на развитие критического мышления в цифровой среде обучения на курсе английского языка для специальных целей
Zhumagaliyeva G.Zh. Yerik G.
2026Siberian Federal University

Journal of Siberian Federal University - Humanities and Social Sciences
2026#19Issue 1132 - 141 pp.

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.

critical thinking , digital learning environment , ESP , gamification

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L. N. Gumilyov Eurasian National University, Astana, Kazakhstan

L. N. Gumilyov Eurasian National University

10 лет помогаем публиковать статьи Международный издатель

Книга Публикация научной статьи Волощук 2026 Book Publication of a scientific article 2026