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INVESTIGATING STUDENT’S PERSPECTIVES ON THE USE GAMIFICATION FOR ENGLISH LANGUAGE LEARNING Indira Haeka Ananda
Sindoro: Cendikia Pendidikan Vol. 12 No. 5 (2025): Sindoro Cendikia Pendidikan
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9644/sindoro.v12i5.10703

Abstract

This research investigates the application of gamification in English language teaching, emphasising how well it can increase the motivation, engagement and comprehension of learners aged between 17 and 25. Survey data shows that gamification is widely used, with 78% of participants reporting that they use the technique frequently. Most of them agreed that gamification enhances vocabulary retention, reduces anxiety in communication, and creates a fun and interactive learning atmosphere. Besides, respondents stressed how gamification increased their confidence and encouraged them to participate fully in class. However, some challenges occurred, such as technical problems and game design that was not interesting. This study concluded that gamification is a suitable approach in enhancing the outcomes of language learning when adequately integrated into the curriculum experience to have maximum benefits.