Measuring the Impact of Gamification on Motivation and English Language Learning Outcomes: A Case Study

  • Ahmad Imron Universitas Muhammadiyah Gresik
  • Beni Setya Budi Universitas Muhammadiyah Gresik
  • sri Mujayanah Universitas Muhammadiyah Gresik

Abstract

This study investigates the impact of gamification on motivation levels, vocabulary acquisition, and speaking skills in English language learning. Employing a quantitative pre-experimental design, the research engaged 21 high school students. Mean scores were calculated for baseline assessments and post-intervention evaluations, providing a comprehensive understanding of participants' initial proficiency and the observed enhancements. Results revealed a substantial increase in motivation levels post-gamification intervention, with a mean score rising from 3.8 to 4.7. This noteworthy improvement underscores the positive influence of gamification on participants' overall engagement. Similarly, vocabulary acquisition exhibited significant progress, as reflected in the increase from a baseline mean score of 4.2 to 5.2 post-intervention. The findings suggest the potential efficacy of gamification in fostering enhanced vocabulary acquisition among learners. Speaking skills also demonstrated notable advancement, with a baseline mean score of 3.9 rising to 4.9 post-intervention. These improvements collectively highlight the positive impact of the gamification strategy on specific learning outcomes, particularly in enhancing participants' speaking skills. This study contributes valuable insights to the field of English language education, offering evidence of the benefits of gamification in enhancing motivation and language learning outcomes. The findings can inform educators, curriculum designers, and policymakers in optimizing instructional approaches, creating dynamic and engaging learning environments to facilitate improved language proficiency among students.

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Published
Feb 4, 2024
How to Cite
IMRON, Ahmad; BUDI, Beni Setya; MUJAYANAH, sri. Measuring the Impact of Gamification on Motivation and English Language Learning Outcomes: A Case Study. INATESOL JOURNAL, [S.l.], v. 1, n. 1, p. 1-14, feb. 2024. Available at: <https://journal.umg.ac.id/index.php/inatesol/article/view/7355>. Date accessed: 28 apr. 2024.
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Articles