THE EFFECT OF GAMIFIED CALL ACTIVITIES ON VOCABULARY ACQUISITION IN B1 LEVEL EFL LEARNERS
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This study looks at how gamified CALL (Computer-Assisted Language Learning) activities affect vocabulary learning in B1 level English classes. The research was carried out in a public secondary school in Uzbekistan with 32 students. One group of 15 students used digital quiz platforms (Quizizz and Kahoot) in their lessons, while another group of 17 students followed the regular textbook-based approach. After six weeks, the digital group improved their vocabulary scores by 28 percentage points, compared to only 12 points for the traditional group. Students also reported feeling more motivated and engaged during the digital lessons. The findings show that using gamified CALL tools within a task-based teaching approach can make vocabulary learning more effective and more enjoyable for B1 learners. The paper also suggests practical steps for teachers and educational policymakers in Uzbekistan.



