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Game On: Competitive Gamification in Diverse ESL Classrooms – Faculty Focus

by TheAdviserMagazine
3 weeks ago
in College
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Game On: Competitive Gamification in Diverse ESL Classrooms – Faculty Focus
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In many diverse English as a Second Language (ESL) classrooms, sustaining student motivation can be difficult, especially when it comes to vocabulary learning. Traditional drills often fail to spark excitement, and learners sometimes hesitate to participate because they fear making mistakes or being judged. However, when competition enters the scene, particularly in the form of digital games or classroom missions, everything changes. 

As an ESL instructor in Kuwait, I have seen how structured and respectful competition can shift classroom dynamics. Whether learners are battling a “final boss” in a vocabulary game or racing another team to answer grammar questions, their focus sharpens, and their energy rises. Competitive gamification may sound intimidating at first, but when approached with care and purpose, it can help learners take ownership of their progress, laugh a little more in class, and gain the confidence they need to use the language effectively. 

This approach is especially helpful in diverse learning environments, where many students experience anxiety from past experiences with English. Classroom games that incorporate competition give students a safe space to try, fail, laugh, and try again. Below are five practical ways teachers can use competitive gamification to increase motivation, engagement, and participation without needing expensive tools or advanced technology. 

1. Build Team Identity and Roles

Instead of dividing students into random groups, they can be allowed to form “game squads” with their own team names, mascots, or colors. Encourage them to assign rotating roles, such as speaker, scribe, timer, or cheerleader. This small step transforms teamwork into something more exciting and meaningful for the students. 

Tools to try:

• Printed team badges • Canva-designed team flags • Whiteboards or Quizizz Team Mode 

Why it works:

Many diverse learners place a strong value on group identity and cooperation. Giving students the freedom to name themselves “The Grammar Falcons” or “Team Lightning” adds emotional investment and a sense of fun to the class. I have noticed that when students feel like they belong to something, they participate more enthusiastically, even if they were shy at first. One class even created its own team chant and insisted on saying it before every challenge. This ownership made all the difference in their classroom engagement. 

You can also level this up by awarding small points for creativity in team names, collaboration, and encouragement, in addition to correct answers. This shows students that being kind and supportive is as valuable as winning. 

2. Introduce Weekly “Boss Battles”

One of my favorite strategies is turning the end of each unit into a “boss battle.” This gamified twist allows students to review the content creatively and energetically. It can be anything from a vocabulary quiz to a speaking relay or even a storytelling competition based on the week’s topics. 

In my classroom, students know that Thursday is Boss Battle Day. I would project a countdown timer, play suspenseful music (there are tons of royalty-free tracks on YouTube), and announce the challenge like a game master. Rewards were simple stickers, power cards, or three bonus XP points, but the emotional payoff was huge. Students began asking midweek, “What’s the boss challenge this time?” This anticipation helped them stay focused throughout the week. 

Pro tip:

Rotate the type of boss battles you use. For example: • Week 1: Timed vocabulary puzzles • Week 2: Grammar challenge maze • Week 3: “Beat the teacher” quiz • Week 4: Creative speaking duel between teams 

This variety keeps students curious and prevents routines from becoming monotonous. 

3. Alternate Between Individual and Team Challenges

Not all learners are identical. Some love the spotlight, whereas others prefer to work quietly. One of the best things you can do as a teacher is to offer a mix of competition formats. 

In my classes, I alternate between weeks. One activity might focus on individual competition, such as a speed-based vocabulary game. The next step might focus on team challenges, where groups build sentences together or solve a language mystery. This balance helps every student to find their moment to shine. 

This flexible structure especially benefits quieter students. One of my shyest learners once topped a solo Quizizz game and afterward told me, “I finally feel like I’m good at English.” That comment stuck with me because it showed that gamification was not just fun; it gave students a sense of achievement that traditional methods often do not. 

Students can also choose their preferred challenge mode. They are given a short form at the beginning of the semester to determine whether they enjoy team play, solo missions, or a mix of both. Then, use this data to design your games in a way that includes everyone is voice. 

4. Use Leaderboards Mindfully

Leaderboards can be powerful motivators, but they must be used with care. In my classroom, I publicly display team progress but keep individual rankings private unless a student asks about them. I also avoid using the same leaderboard for the entire semester. Sometimes, I reset the scores halfway through the course to give new teams a chance to rise. 

Another trick I use is “rotating rewards.” For example, I celebrate the team with the highest points for one week. Next, I reward the “most consistent,” “most improved,” or even the “kindest player.” This approach relieves pressure on students who may not win the top score but are still deeply engaged and helpful. 

Gamified tip:

Instead of grades, an XP system should be used. Students earn points for completing activities, participating in discussions, and helping their teammates. As they reach certain XP levels, they unlock titles like “Word Warrior,” “Grammar Guardian,” or “Team Captain.” These ranks do not carry grades, but they create a game-like progression that students enjoy tracking. 

Some of my students even began drawing avatars to represent their progress and decorating their XP sheets with custom designs. These small things can make English class feel like something they get to do instead of something they have to do. 

5. Let Students Reflect and Choose

One of the most overlooked yet powerful tools in gamification is student reflection. After each gamified week, I dedicated five minutes to reflection. I ask simple, open-ended questions, such as: • What did you enjoy the most this week? • Which challenge helped you learn the most? • Do you prefer to work alone or in a team? • Which game would you like to try next time? 

Students often provide useful feedback. One learner suggested turning the vocabulary quiz into a timed team relay using flashcards. Another asked if we could create a “mystery box” round where students randomly pull a game task from a box. These ideas helped me expand my toolkit and showed the students that their voices mattered. 

Involving learners in the game design process also boosts their motivation. When they help shape their experience, they are more likely to feel invested in their learning. 

Final Thoughts

Gamification does not require flashy technology or perfect lesson plans. In many classrooms, where traditional teacher-centered approaches still dominate, the introduction of respectful and playful competition can shift the paradigm. With a bit of structure, some creative energy, and genuine care for your learners, you can transform English lessons into memorable learning experiences. 

When competition is used with purpose and flexibility, it becomes more than just a game. It allows students to take risks, build confidence, and feel proud of their progress. Ultimately, it is not about who wins the boss fight. It is about helping learners find their voice and feel that English and their learning belongs to them. 

Fahad Ameen is a PhD researcher in Applied Linguistics at the University of Nottingham and an English language instructor at the College of Education, Kuwait University. His research explores competitive gamification, vocabulary retention, and learner motivation in Arab ESL classrooms. He has also designed gamified vocabulary books and classroom materials for A1–B1 learners.



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