HOW AI TOOLS MAKE ENGLISH GRAMMAR INTERACTIVE AND EFFECTIVE
DOI:
https://doi.org/10.65164/x0t5t310Ключевые слова:
AI in education, English grammar, Kahoot, Wordwall, Gemini, Grammarly, Duolingo, gamification, interactive learning, student engagement.Аннотация
This article shows at how AI changing the way students learn English grammar. Many professors already use technology in their classrooms 158 so this paper does not try to teach them what they already know. Instead, it offers a student’s honest view of how five specific tools Kahoot, Wordwall, Gemini, Grammarly and Duolingo actually work when you use them in real lessons. I share data from a classroom experiment I took part in this year. We combined traditional teaching with interactive games, and the results were clear: student participation went from 20-30% to 85%, and grammar mistakes in relative clauses dropped from 45% to 12%. I explain exactly how we got these results, step by step, so both teachers and students can understand what happened and why. The article also looks at the problems and limits of these tools, because technology is not perfect. My main point is simple: AI helps both students and teachers, but it works best when people stay at the center of learning.
Библиографические ссылки
1. Jamshed, M., Ahmed, A.S.M.M., Sarfaraj, M., Warda, W.U. (2024). The Impact of ChatGPT on English Language Learners' Writing Skills: An Assessment of AI Feedback on Mobile. International Journal of Interactive Mobile Technologies (iJIM), 18(19), 18–36. https://doi.org/10.3991/ijim.v18i19.50361 2. Nindya, M.A. & Taufiqullah (2024). EFL learners' views on AI feedback tools: Assessing grammar accuracy and learning impact. English Review: Journal of English Education, 12(3), 993–1002. https://doi.org/10.25134/erjee.v12i3.10672 3. Park, J. (2019). An AI-based English Grammar Checker vs. Human Raters in Evaluating EFL Learners' Writing. Multimedia-Assisted Language Learning, 22, 112–131. 4. Chen, M., Liu, H., & Zhang, J. (2024). Feedback quality in AI-assisted language learning: Enhancing error correction through multimodal feedback. International Journal of Educational Technology, 15(2), 213–227. 5. Ardi, P. & Rianita, E. (2024). Leveraging Gamification into EFL Grammar Learning: Boosting Student Engagement through Kahoot!. Journal of English Teaching and Learning, (ERIC: EJ1354564)
726
6. Wang, A.I. & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers & Education, 149, 103818. 7. Göksün, D.O. & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers & Education, 135, 15–29. 8. Zarzycka-Piskorz, A. (2016). Kahoot it or not? Games in the classroom. Science Direct. 9. Almuafa, H.A. & Alqurashi, H.S. (2025). The Impact of Using Wordwall Interactive Games on English Vocabulary Acquisition: Evidence From Saudi Arabia. International Journal of Linguistics, 17(2). https://doi.org/10.5296/ijl.v17i2.22685 10. Jeon, J. (2024). Exploring AI Chatbot Affordances in the EFL Classroom: Young Learners' Experiences and Perspectives. Computer Assisted Language Learning, 37(1–2), 1–26. https://doi.org/10.1080/09588221.2021.2021241 11. Lee, J.E. & Maeng, U. (2023). Perceptions of High School Students on AI Chatbots Use in English Learning.