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Overcoming Anxiety Through Gamification on Young Learners Learning Journey

Cilt: 1 Sayı: 1 25 Ekim 2026
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Overcoming Anxiety Through Gamification on Young Learners Learning Journey

Öz

Young learners may experience foreign language anxiety for a variety of reasons, including fear of making mistakes, limited confidence, and concerns about participating in classroom activities. As children between the ages of five and twelve have developmental and learning needs, creating age-appropriate, engaging, and supportive learning environments is especially important. In this context, gamification offers a potentially useful approach by incorporating elements such as points, rewards, challenges, storytelling, and collaborative activities into language learning. Beyond increasing motivation and engagement, carefully designed gamified activities may also create a less threatening environment in which young learners feel more comfortable participating and using the target language. However, the potential of gamification to address foreign language anxiety depends largely on how game elements are selected and implemented. Drawing on existing theoretical perspectives and previous research, this conceptual paper explores the relationship between gamification and foreign language anxiety among young EFL learners. It also considers how anxiety-sensitive gamification practices may support learners’ confidence, participation, and meaningful language use, while offering practical implications for teachers and directions for future research.

Anahtar Kelimeler

Destekleyen Kurum

The authors declare no conflict of interest.

Etik Beyan

Ethics committee approval was not required for this study as it is a review article. The authors declare that research and publication ethics and citing principles have been considered at all stages of the study.

Teşekkür

We would like to thank our supervisor, Dr. Damla Şahin, for her guidance, support, and valuable feedback throughout this study.

Kaynakça

  1. Asher, J. J. (1969). The total physical response approach to second language learning. The Modern Language Journal, 53(1), 3–17. https://doi.org/10.1111/j.1540-4781.1969.tb04552.x
  2. Asher, J. J. (2009). Learning another language through actions (7th ed.). Sky Oaks Productions.
  3. Bandura, A. (1977). Social learning theory. Prentice Hall. Cambridge University Press. (n.d.). Anxiety. In Cambridge Dictionary. Retrieved August 11, 2026, from https://dictionary.cambridge.org/dictionary/english/anxiety
  4. Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Plenum Press.
  5. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). Association for Computing Machinery. https://doi.org/10.1145/2181037.2181040
  6. Dushayeva, S. J., & Turayeva, D. (2025). Total physical response as an effective method for teaching young learners. Hamkor Konferensiyalar, 1(14), 176–179. https://doi.org/10.5281/zenodo.15176071
  7. Edwards, J. (2022). Gamification, anxiety, & motivation in second language learners: A qualitative systematic review. Language Education and Technology Journal, 2(2), 98–127. https://langedutech.com/letjournal/index.php/let/article/view/34
  8. Ellwood-Lowe, M. E., Nishio, M., Dufford, A. J., Arcaro, M., Satterthwaite, T. D., & Mackey, A. P. (2026). Cascading periods of language-related brain plasticity across early childhood. Developmental Science, 29(5), Article e70248. https://doi.org/10.1111/desc.70248

Ayrıntılar

Birincil Dil

İngilizce

Konular

Çocuğun Dil Edinimi

Bölüm

İnceleme Makalesi

Yayımlanma Tarihi

25 Ekim 2026

Gönderilme Tarihi

12 Eylül 2026

Kabul Tarihi

24 Ekim 2026

Yayımlandığı Sayı

Yıl 2026 Cilt: 1 Sayı: 1

Kaynak Göster

APA
Çiçek, Ö., Acar, Ş., & Şahin, D. (2026). Overcoming Anxiety Through Gamification on Young Learners Learning Journey. Uluslararası Dil ve Teknoloji Dergisi, 1(1). https://izlik.org/JA62PT34XN
AMA
1.Çiçek Ö, Acar Ş, Şahin D. Overcoming Anxiety Through Gamification on Young Learners Learning Journey. IJLT. 2026;1(1). https://izlik.org/JA62PT34XN
Chicago
Çiçek, Öznur, Şevval Acar, ve Damla Şahin. 2026. “Overcoming Anxiety Through Gamification on Young Learners Learning Journey”. Uluslararası Dil ve Teknoloji Dergisi 1 (1). https://izlik.org/JA62PT34XN.
EndNote
Çiçek Ö, Acar Ş, Şahin D (01 Ekim 2026) Overcoming Anxiety Through Gamification on Young Learners Learning Journey. Uluslararası Dil ve Teknoloji Dergisi 1 1
IEEE
[1]Ö. Çiçek, Ş. Acar, ve D. Şahin, “Overcoming Anxiety Through Gamification on Young Learners Learning Journey”, IJLT, c. 1, sy 1, Eki. 2026, [çevrimiçi]. Erişim adresi: https://izlik.org/JA62PT34XN
ISNAD
Çiçek, Öznur - Acar, Şevval - Şahin, Damla. “Overcoming Anxiety Through Gamification on Young Learners Learning Journey”. Uluslararası Dil ve Teknoloji Dergisi 1/1 (01 Ekim 2026). https://izlik.org/JA62PT34XN.
JAMA
1.Çiçek Ö, Acar Ş, Şahin D. Overcoming Anxiety Through Gamification on Young Learners Learning Journey. IJLT. 2026;1. Available at https://izlik.org/JA62PT34XN.
MLA
Çiçek, Öznur, vd. “Overcoming Anxiety Through Gamification on Young Learners Learning Journey”. Uluslararası Dil ve Teknoloji Dergisi, c. 1, sy 1, Ekim 2026, https://izlik.org/JA62PT34XN.
Vancouver
1.Öznur Çiçek, Şevval Acar, Damla Şahin. Overcoming Anxiety Through Gamification on Young Learners Learning Journey. IJLT [Internet]. 01 Ekim 2026;1(1). Erişim adresi: https://izlik.org/JA62PT34XN