UTILIZING GAMIFICATION STRATEGIES TO IMPROVE LEARNING OUTCOMES AND STUDENTS' ENGAGEMENT

Dian Reftyawati

Abstract


This study investigates the impact of gamification on learning outcomes and student engagement in English language learning among first-semester students of the Islamic Family Law Department at UIN Raden Intan Lampung. A quasi-experimental design was employed, utilizing gamification platforms such as Kahoot!, Duolingo, and Quizizz over one semester. The sample included 40 randomly selected students who participated in pre- and post-tests assessing English proficiency and engagement. Findings indicate significant improvements in both learning outcomes and engagement. The mean score for learning outcomes increased from 65.4182 (pre-test) to 84.3821 (post-test), and the mean engagement level rose from 71.0212 to 85.2760. Gamification elements, such as challenges, rewards, and competition, enhanced motivation and active participation. The study concludes that gamification is an effective pedagogical strategy to improve student engagement and learning outcomes in English language education. Future research should explore long-term effects and additional factors influencing gamification's effectiveness. The findings support gamification as a promising tool for fostering motivation and collaborative learning in educational settings.

Keywords: Experimental Class, Gamification, Students' Engagement



Full Text:

PDF

References


Al-Obaydi, L. H., Shakki, F., Tawafak, R. M., Pikhart, M., & Ugla, R. L. (2023). What I know, what I want to know, what I learned: Activating EFL college students’ cognitive, behavioral, and emotional engagement through structured feedback in an online environment. Frontiers in Psychology, 13, 1083673. https://doi.org/10.3389/FPSYG.2022.1083673/BIBTEX

Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT-02-2017-0009/FULL/XML

Anane, C. (2022). Gamified flipped learning in a French foreign language class: Efficiency and student perception. Frontiers in Education, 7, 994892. https://doi.org/10.3389/FEDUC.2022.994892/BIBTEX

Azmi, S., Iahad, N. A., & Ahmad, N. (2017). Attracting students’ engagement in programming courses with gamification. 2016 IEEE Conference on E-Learning, e-Management and e-Services, IC3e 2016, 112–115. https://doi.org/10.1109/IC3E.2016.8009050

Barata, G., Gama, S., Jorge, J., & Goncalves, D. (2013). Engaging engeneering students with gamification. 2013 5th International Conference on Games and Virtual Worlds for Serious Applications, VS-GAMES 2013. https://doi.org/10.1109/VS-GAMES.2013.6624228

Da Rocha Seixas, L., Gomes, A. S., & De Melo Filho, I. J. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, 58, 48–63. https://doi.org/10.1016/J.CHB.2015.11.021

Durrani, U. (2019). Gamified Flipped Classroom Learning Approach: A Case Study of AJ University. TALE 2019 - 2019 IEEE International Conference on Engineering, Technology and Education. https://doi.org/10.1109/TALE48000.2019.9225919

Hastomo, T., Istiara, F., & Nurchurifiani, E. (2021). Google classroom: An online platform for teaching English. Aksara: Jurnal Bahasa Dan Sastra, 22(2), 300–308. https://doi.org/10.23960/aksara/v22i2.pp300-308

Lo, C. K., & Hew, K. F. (2020). A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement. Interactive Learning Environments, 28(4), 464–481. https://doi.org/10.1080/10494820.2018.1541910

Matsumoto, T. (2016). The flipped classroom experience of gamified. Creative Education, 7(10), 1475–1479. https://doi.org/10.4236/CE.2016.710152

Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for e-learning novices. Management Teaching Review, 2(2), 151–158. https://doi.org/10.1177/2379298116689783

Sari, L. P., Hastomo, T., & Nurchurifiani, E. (2023). Assessing the efficacy of duolingo for acquiring English vocabulary skills: experimental research. Journal of English Teaching Applied Linguistics and Literatures (JETALL), 6(2), 193–200.

Waluyo, B., & Tran, H. M. (2023). Implementing gamified vocabulary learning in asynchronous mode. TEFLIN Journal, 34(1), 136–156. https://doi.org/10.15639/TEFLINJOURNAL.V34I1/136-156

Wang, A. I. (2015). The wear-out effect of a game-based student response system. Computers & Education, 82, 217–227.

Yu, Z. (2023). Learning outcomes, motivation, and satisfaction in gamified English vocabulary learning. SAGE Open, 13(2). https://doi.org/10.1177/21582440231158332/ASSET/IMAGES/LARGE/10.1177_21582440231158332-FIG2.JPEG

Zainuddin, Z. (2018). Students’ learning performance and perceived motivation in gamified flipped-class instruction. Computers & Education, 126, 75–88. https://doi.org/10.1016/J.COMPEDU.2018.07.003




DOI: https://doi.org/10.33365/jeltl.v5i1.5451

Refbacks

  • There are currently no refbacks.



The articles published in Journal of English Language Teaching and Learning are licensed under a Creative Commons Attribution-ShareAlike 4.0 International License

Creative Commons License

Copyright © 2020 Journal of English Language Teaching and Learning
English Education Study Program, Faculty of Arts and Education.
Universitas Teknokrat Indonesia

All rights reserved.