1. Introduction
Walk into almost any English medium classroom in Dhaka—or Chittagong, or Sylhet, for that matter—and you will likely hear far more English than Bangla, even during the few minutes between classes when students are simply chatting with one another. This is not, in itself, a bad thing. English medium education has opened doors: international universities, global job markets, a kind of linguistic capital that many parents see as essential for their children's futures. But there is a quieter cost to this arrangement, one that does not show up neatly on report cards or standardized tests. It is the slow erosion of fluency, comfort, and even affection toward Bangla, the language that carries the bulk of these students' cultural inheritance.
This tension—between the practical pull of English and the cultural anchor of Bangla—is not unique to Bangladesh, of course. Scholars have longed how bilingual and multilingual learners navigate competing language demands, and how the language of instruction shapes not just academic outcomes but identity itself (Celik & Kozikoğlu, 2016; Kecskes & Papp, 2000a, 2000b). What does seem more specific to the Bangladeshi context, though, is the scale of the imbalance: an entire generation of students who can discuss complex topics fluently in English yet stumble over basic Bangla composition, or who feel a kind of embarrassment when asked to write a formal letter in their mother tongue. Nur (2021) documented this phenomenon directly, identifying several recurring obstacles—chief among them the dominance of English as the primary medium of communication, a relative lack of engaging Bangla lessons, minimal co-curricular activity in Bangla, and an entertainment landscape (television, films, social media) that is overwhelmingly English-language. Add to this a general sense that institutions and teachers simply do not prioritize Bangla the way they do English, and the picture that emerges is one of quiet, structural neglect rather than any single dramatic failure.
Why should this matter, though? Why not simply let English medium students become more English-dominant, if that is where the world seems to be heading? Here is where the literature on mother-tongue proficiency becomes important—and, frankly, somewhat compelling. Nishanthi (2020) synthesizes a body of research suggesting that proficiency in one's first language is not merely a cultural nicety but is tied to broader intellectual development; children who are strong in their mother tongue tend to show accelerated cognitive growth and, somewhat counterintuitively, often perform better academically even in subjects taught through a second language (Table 1). There is also the matter of identity—a sense of belonging, of connection to one's heritage—which mother tongue proficiency seems to nurture in ways that a second language, however fluently spoken, cannot fully replicate (Kramsch, 1993). And from a purely linguistic standpoint, a solid foundation in one's first language appears to make acquiring additional languages easier, not harder, by providing a kind of cognitive scaffolding (Anil, 2017; Sauro, 2005). So the question is not whether Bangla matters—it clearly does—but how to make it matter to students who have, perhaps without quite realizing it, drifted away from it.
This is where gamification enters the picture, and it is worth pausing on why this particular approach has gained so much traction in language education over the past decade or so. At its core, gamification refers to the application of game-design elements—points, levels, badges, narratives, competition, immediate feedback—to non-game contexts, with the goal of increasing motivation and engagement (Hamari et al., 2014; Luo, 2023). The appeal is intuitive enough: if students are willing to spend hours mastering the mechanics of a video game, perhaps some of that energy can be redirected toward language learning. And the evidence, on balance, is encouraging. Alomair and Hammami (2019) found that gamified techniques tend to boost motivation, engagement, and retention across a range of foreign language learning contexts. Similarly, Alsawaier (2018) reported measurable gains in both motivation and engagement when gamified elements were introduced into otherwise conventional coursework. Studies focused specifically on language classrooms—Cruaud's (2016) work on a French-as-a-foreign-language course, or Baber's (2015) course-level gamification model for TEFL in Japan—suggest that these benefits are not confined to any one linguistic or cultural setting.
Yet gamification is not a panacea, and it would be naïve—maybe even a little irresponsible—to present it as one. The literature is reasonably clear-eyed about the pitfalls. Harviainen (2014) raises critical concerns about what happens when gamification is implemented carelessly: it can introduce irregularities, provoke objections from students who feel the competitive framing is unfair, stretch lesson time in ways that crowd out other content, or simply create a noisy, chaotic classroom environment that undermines the very engagement it was meant to foster. Dicheva et al. (2015), in their systematic mapping of gamification in education, similarly note that while the field has grown rapidly, the quality and rigor of implementation vary enormously—some efforts amount to little more than slapping a leaderboard onto an existing curriculum, with predictably shallow results. Chang (2015) makes a related point in the context of massive open online courses, observing that engagement mechanics only work when they are meaningfully tied to learning objectives rather than bolted on as decoration (Islam & Hossain 2021).
There is also the question of culture—something that, in a context like Bangladesh's, cannot be treated as an afterthought. Storytelling, role-play, and narrative immersion appear repeatedly in the literature as mechanisms through which gamified learning can carry cultural weight rather than existing in a kind of culturally neutral vacuum (Kramsch, 1993; Garland, 2015). Berns et al. (2014), for instance, describe how gamified mobile applications can incorporate peer assessment and community-driven content in ways that reflect the social fabric of the learners themselves. Holden and Sykes (2011) push this further with place-based mobile games, situating language learning within recognizable, locally meaningful environments—an idea that seems particularly promising for Bangla, where so much of the language's richness is tied to place, festival, and everyday social ritual.
Several popular platforms—Duolingo, Kahoot, FluentU among them—have already demonstrated, at least anecdotally, that gamified language apps can be engaging for younger learners, even if critics argue (not entirely unfairly) that such apps tend to emphasize vocabulary and grammar drills over deeper communicative competence (Gangaiamaran & Pasupathi, 2017). Still, as a supplement rather than a replacement for classroom instruction, their value seems hard to dismiss outright.
What remains comparatively underexplored, however, is how these ideas might be adapted specifically for Bangla, and specifically for English medium students in Bangladesh—a population with a fairly distinct linguistic profile and set of needs. Existing studies on gamification in the Bangladeshi context (Heil et al., 2022) tend to focus on primary education broadly, rather than on the particular tension between English dominance and Bangla proficiency that this paper is concerned with. Nor has much attention been paid to individual differences in how students learn—a gap that seems worth addressing, given that learners process information through quite different channels (Goh et al., 2019). The VARK framework—visual, aural, read/write, and kinesthetic learning preferences—offers one way of accounting for this diversity, and when paired with adaptive, machine-learning-driven progression (Li et al., 2021), it becomes possible to imagine a gamified Bangla curriculum that does not treat all learners as interchangeable.
It is this gap—between the demonstrated potential of gamification, the well-documented importance of mother-tongue proficiency, and the specific, somewhat under-examined needs of English medium students in Bangladesh—that this paper attempts to address. Drawing on design research methodology (Blessing & Chakrabarti, 2009) and instructional design frameworks such as ADDIE (Hess & Greer, 2016), and informed by human factors considerations relevant to training and simulation environments (Hancock et al., 2008), the present study proposes an adaptive, VARK-informed, gamified learning model for Bangla. The remainder of this paper reviews relevant literature in greater depth, outlines the proposed model's design, and considers—admittedly somewhat speculatively—how emerging technologies such as virtual and mixed reality (Figueroa-Flores, 2015; Denny, 2013; Rapp & Güller, 2019) might extend this approach further into the future.
