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volume-2-issue-4 (1)

ǀ
ISSUE 4 
ǀ
2022
Scientific Journal Impact Factor (SJIF 2022=4.63) 
Passport: 
http://sjifactor.com/passport.php?id=22230
  
 
265 
UZBEKISTAN |
www.caajsr.uz
 
 
2. INTRODUCING GAME-BASED ONLINE TOOLS TO UZBEK EFL/ESL 
TEACHERS 
There are a few methods in language teaching such as Grammar translation
suggestopedia, task-based method or Communicative method which is considered more 
realistic and effective by many teachers as it enhance students to interact with each 
other in class and provide enough opportunity to learn the new language by practicing 
and implementing [3, 48]. However, we are living in a post-mehtod era in terms of
English teaching pedagogy [4,21]. If we have a quick look at post-method era in 
language teaching, it is introduced by Kumaravadivelu in 1994. From the title of the 
post-method approach, it is clear that this approach motivates language instructors not 
to get devoted to a lonely method or approach blindly, but enhance the adaptation and 
modernization in language teaching classes. According to Kumaravadivelu this post 
method pedagogy is not a method which doesn’t have any regulations and approaches 
which leads the instructors being more convenient in their language classrooms [5,550]. 
For example, Kumaravadivelu sees post-method teaching system in three main 
dimensions which are particularity, practicality, and possibility [4,21]. From this 
statement, we can emerge the idea that the method which we are using in our language 
classrooms should be practical, particular and available in today’s EFL environment. 
Game-based apps are meeting nearly all of these dimensions excluding possibility 
which means internet-based technology is not available in every corner of the globe.
Many researches have been conducted in the field generally presented convincing 
results regarding the benefits of implementing gamification in language learning and 
teaching [6,441]. This also confirms that it is not only motivation that online game-
based method can add to EFL classrooms, but also this approach provides students with 
the opportunities to enhance their problem solving skills [7], equips students with 
metacognitive support [8,153]
, boosts learners’ critical thinking skills 
[7] and adds to 
the English language classrooms fun and meaningful activities [9,38]. Approaching to 
the methodic aspects of e-learning approach more closer, it can be seen that students 
enjoy a few a
dvantages of the method including improving students’ problem solving 
skills.
According to recent research done by Bican & Kocakoyun gamification can help 
students to improve their cognitive skills such as problem solving and critical thinking 
[7]. As students who are working in the environment in which they can win or loose 
they can be more creative and eager to use all their abilities to get the score. However, 
in traditional lessons a few students are found to be lazy and not enthusiastic to 
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