Transforming English Language Education with Gamification: An Analysis of Student motivation, Engagement and Performance

Authors

  • Ida Nyoman Tri Darma Putra English Education Study Program, Faculty of Teacher Training and Education, Universitas Nusa Cendana, Kupang
  • Greis Evalinda English Education Study Program, Faculty of Teacher Training and Education - Universitas usa Cendana, Kupang

Keywords:

gamification, motivation, engagement, performance

Abstract

The recent development of digital technology has revolutionized various industries, including the education sector. The COVID-19 pandemic in 2019 necessitated the adoption of distance learning, resulting in a substantial increase in technological advancements and a demand for them. As a result, both teachers and students had to acquire digital literacy abilities. This study aims to explain the effect of employing Quizizz, Kahoot!, ClassPoint, Flippity, and Educaplay gamification on student motivation, engagement, and performance in the realm of English language training. This study thoroughly examines students' experiences with gamification in the context of English language teaching. The data was gathered by the utilization of a survey, examination, and observation sheet. Following the completion of the learning activity, a survey was given to a cohort of 35 vocational undergraduate students. The study's findings demonstrate the significant influence of gamification in the field of English language instruction. Participants regularly reported experiencing heightened engagement, motivation, and the cultivation of effective and enjoyable learning activities as a result of competition. 

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Published

2024-10-09