| Issue |
E3S Web Conf.
Volume 669, 2025
6th International Conference on Environmental Design and Health (ICED2025)
|
|
|---|---|---|
| Article Number | 08004 | |
| Number of page(s) | 7 | |
| Section | Socio-Economic Aspects and Education | |
| DOI | https://doi.org/10.1051/e3sconf/202566908004 | |
| Published online | 26 November 2025 | |
Gamifying environmental education: A case study in Professional English for Tourism at Yerevan State University
1 Chair of Translation Theory and Practice, Yerevan State University, Yerevan, Armenia Faculty of Foreign Languages, Eurasia International University, Yerevan, Armenia
2 Chair of Translation Theory and Practice, Yerevan State University, Yerevan, Armenia Faculty of Foreign Languages, Eurasia International University, Yerevan, Armenia
1 Lusine Sargsyan: This email address is being protected from spambots. You need JavaScript enabled to view it.
2 Irina Mkhitaryan: This email address is being protected from spambots. You need JavaScript enabled to view it.
Abstract
This paper explores the impact of gamification on student engagement, learning outcomes, and environmental awareness in a higher education context. The research was conducted at Yerevan State University involving 40 junior students majoring in English for Tourism. Two focus groups (experimental and control) were formed to carry out the case study. The experimental group was engaged in gamified learning activities incorporating environmental education content, while the control group received traditional instruction. This study employed a quasi-experimental model with a mixed methodology approach, combining both quantitative and qualitative data collection tools to investigate the effects of gamification on student motivation, engagement, and learning outcomes within the domain of environmental education applied to tourism-related subjects. In contrast to the traditional group, the students from the gamified group demonstrated high levels of engagement both in terms of enjoyment, retention of environmental concepts, and disposition toward the subjects. Moreover, they showed significant improvement in practical translation tasks, especially those involving intercultural communication and real-world tourism scenarios enriched with environmental themes. The findings highlight the educational standpoint of gamification that stimulates both language learning and environmental literacy in professional higher education programs.
© The Authors, published by EDP Sciences, 2025
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Current usage metrics show cumulative count of Article Views (full-text article views including HTML views, PDF and ePub downloads, according to the available data) and Abstracts Views on Vision4Press platform.
Data correspond to usage on the plateform after 2015. The current usage metrics is available 48-96 hours after online publication and is updated daily on week days.
Initial download of the metrics may take a while.

