Rafi’ah Nur
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Gamification in ELT: A Systematic Review of Its Effects on Learner Engagement and Motivation Ashfiah, Dzul; Rafi’ah Nur; Salasiah Ammade; Ammang Latifa; Syawal
FOSTER: Journal of English Language Teaching Vol. 6 No. 1 (2025): FOSTER JELT
Publisher : Faculty of Education and Teacher Training of IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/foster-jelt.v6i1.248

Abstract

Gamification is gaining increasing attention in English Language Teaching (ELT) as a strategy to increase learner engagement and motivation through game elements such as points, badges, leaderboards, and digital platforms such as Kahoot, Duolingo, and Quizizz. This Systematic Literature Review (SLR) analyzes 30 empirical studies published between 2021 and 2025 using the PRISMA framework to investigate the effects of gamification on learner motivation and engagement. The review finds that gamification generally has a positive impact on learner participation and enjoyment, increasing intrinsic and extrinsic motivation. However, challenges remain regarding the long-term sustainability of these motivational benefits and the risks of over-reliance on extrinsic rewards. The analysis also reveals that while digital tools dominate gamification in ELT, the use of mixed or adaptive strategies is limited. Furthermore, little research addresses the long-term effects of gamification on language proficiency and skill retention. These findings highlight the need for future research to explore adaptive gamification models, the integration of non-digital elements, and their alignment with pedagogical principles. This review offers valuable insights for educators and curriculum developers who wish to implement effective and sustainable gamification strategies in ELT.
Gamified Team Tournaments with QuizWhizzer: Igniting English Learning Outcomes Satriani; Ammang Latifa; Salasiah Ammade; Rafi’ah Nur
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 2 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

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Abstract

The study addresses the persistent issue of low student motivation and engagement in English learning, which often leads to suboptimal academic outcomes. To tackle this problem, the research explores the integration of Team Game Tournament (TGT) and QuizWhizzer, combining gamification and collaborative learning strategies. The objective is to evaluate the effectiveness of this method in improving English learning outcomes among junior high school students. A quantitative approach was employed, involving 29 ninth-grade students from UPTD SMPN Satap 9 Barru during the 2024–2025 academic year. Participants were divided into experimental and control groups. The experimental group utilized TGT and QuizWhizzer, while the control group used Quizizz. Pre-test and post-test data were collected, and a t-test analysis was conducted to measure the impact of the intervention. Results demonstrated a significant improvement in the experimental group’s post-test scores, indicating the method’s effectiveness in enhancing student motivation, engagement, and academic performance. The findings suggest that integrating gamification and collaborative strategies can provide an innovative and effective solution to improve learning outcomes in English education.