New Approach to English Education: Gamification

Project Flyer

Description of the Project


Gamification applications activities to be carried out within the scope of our project (Augmented Reality, Virtual Reality, Web 2.0 Tools, Artificial Intelligence, Mobile Applications, Digital Games, Interactive Games, Stories and Activities), by making students' English lessons richer and more enjoyable, thereby improving feelings of stress, anxiety and lack of self-confidence in English lessons. We aim to reduce the level of failure in English lessons and increase their motivation to learn English.


With this project, in addition to increasing their knowledge, skills and competences in English, students will have the opportunity to improve their skills of regulation, thinking and social skills while they learn English. We aim to deal with daily life problems that require problem solving and decision-making skills in a more comfortable way.

Aims of the Project


What results are expected during the project and upon its completion? 

Concrete outputs of our project: