THE ROLE OF LEADERBOARDS AND REWARDS IN SHAPING GROUP INTERACTION IN ESP CLASSROOMS
This article examines the role of leaderboards and rewards in shaping group interaction in English for Specific Purposes (ESP)
classrooms. With the growing use of gamification in education, ESP teaching is increasingly influenced by tools designed to
enhance learner motivation and classroom engagement. The study adopts a qualitative approach to analyze theoretical literature on
gamification, instructional design, and classroom communication
1. Catford, J.C. (1965). A Linguistic Theory of Translation. London: Oxford University Press.
2. Harmer, J. (2007). The Practice of English Language Teaching (4th ed.). Pearson Longman.
3. Kapp, K.M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and
Education. San Francisco: Pfeiffer.
4. Kapp, K.M. (2013). The Gamification of Learning and Instruction Fieldbook. San Francisco: Pfeiffer
Copyright (c) 2026 «ACTA NUUz»

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.


.jpg)

1.png)






