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Journal : linguapedia

Analysis of Student Engagement and Motivation Through Mobile Assisted Language Learning Aulia Hanifah Qomar; Nur Akmal Maulana
Linguapedia Vol. 9 No. 1 (2025): May
Publisher : English Education Department, Faculty of Teacher Training and Education, Islamic University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/linguapedia.v9i1.4087

Abstract

The integration of Mobile-Assisted Language Learning (MALL) into educational practices has gained attention as an effective approach for enhancing language learning outcomes. This study investigates the impact of MALL on student engagement and motivation among vocational high school students in Metro City, Lampung, Indonesia. Using a qualitative case study method, data were collected through semi-structured interviews and classroom observations involving three purposively selected participants. This suggests the value of MALL, which, in achieving fun and interactive elements, promotes engagement and betterment of grammar and vocabulary. However, identified limitations in the internet connection remained, with little effect on speaking fluency. According to the research, viewed through the lens of Self-Determination Theory (SDT) as an analytical framework, one of the main advantages of MALL is the way it meets students' psychological needs for autonomy, competence, and relatedness. The implications suggest the necessity of integrating speaking activities into MALL tools, improving digital infrastructure, and customizing MALL applications for vocational education. This research contributes to the growing body of knowledge on technology-enhanced language learning, emphasizing its potential in specialized educational contexts.
Overcoming Learning Boredom through Digital Game-Based Learning Aulia Hanifah Qomar; Refai Refai; I Nyoman Aditya Mahendra; Zharifa Putri Rahmadani; Inggita Rantya Lolita; Fitri Palupi Kusumawati
Linguapedia Vol. 9 No. 2 (2025): November
Publisher : English Education Department, Faculty of Teacher Training and Education, Islamic University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/linguapedia.v9i2.4900

Abstract

This study investigates the implementation of Digital Game-Based Learning (DGBL) as a creative solution to reduce learning boredom at Yos Sudarso Metro High School. It explored the impact of game-based tools on student engagement, motivation, and understanding during the learning process. This research employed a qualitative method, with data collected through classroom observations and Google Forms questionnaires. The data were analyzed using Qualitative Thematic Analysis to identify recurring patterns in students’ experiences. The findings indicated three main themes, namely increased student engagement, perceived effectiveness of digital game platforms, and challenges in implementation. Platforms such as Quizizz and Wordwall encourage interactive and enjoyable learning, leading to improved comprehension, particularly in English subjects. This qualitative study involved 32 eleventh-grade students selected through purposive sampling, with data collected through classroom observations and a structured questionnaire.  However, limitations such as unequal access to technology and inconsistency in tool effectiveness remain obstacles. The study concludes that DGBL is a promising approach to minimize learning boredom and fostering a more dynamic, student-centered learning environment. These results suggest that integrating game-based tools into classroom instruction can enhance participation and learning outcomes, provided that implementation challenges are addressed with proper planning and resources