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

Authors

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

DOI:

https://doi.org/10.30587/inatesol.v1i1.8936

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.

Downloads

Published

2024-02-03

How to Cite

Imron, A., Setya Budi, B., & Mujayanah, S. (2024). Measuring the Impact of Gamification on Motivation and English Language Learning Outcomes: A Case Study. Indonesian Teaching English to Speakers of Other Languages Journal, 1(1), 1–14. https://doi.org/10.30587/inatesol.v1i1.8936