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Students’ Critical Thinking Skills in Learning through Gamification Christian Hans; Yuliyanto Sabat; Siti Aisyah
Reslaj: Religion Education Social Laa Roiba Journal Vol. 8 No. 3 (2026): RESLAJ: Religion Education Social Laa Roiba Journal
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v8i3.11394

Abstract

In the era of rapid modernization, the education sector is required to continuously adapt to technological developments, particularly in addressing the learning characteristics of Alpha Generation students who are highly familiar with digital technology and games. This study aims to explore the use of gamification as a teaching strategy to support the learning process and enhance students’ critical thinking skills. The research employed a qualitative method by selecting participants who were directly involved in gamified learning activities. Data were collected through interviews and classroom observations using structured interview instruments and observation notes to obtain in-depth and meaningful information. The collected data were analyzed qualitatively to identify patterns related to student engagement and critical thinking development. The findings reveal that game-based learning, specifically through the use of the Undercover game, positively influences the teaching process by increasing student engagement, analytical thinking, problem-solving abilities, and decision-making skills. Students were actively involved in analyzing information, evaluating alternatives, and collaborating with peers during the learning activities. The discussion indicates that gamification aligns well with the learning preferences of Alpha Generation students and creates an interactive learning environment that supports higher-order thinking skills. In conclusion, gamification can be considered an effective instructional approach for fostering critical thinking skills and improving learning outcomes in contemporary educational contexts.
ANALYSIS OF LOCUTION, ILLOCUTION, PERLOCUTION OF BUYER AND SELLER IN THE TIKTOK SHOP LIVE FORUM Nike Aulia Andhini; Siti Aisyah
International Journal of English Learning and Applied Linguistics (IJELAL) Vol. 6 No. 1 (2025): English Language Teaching, Linguistics, Literature
Publisher : Universitas Darussalam Gontor

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Abstract

This descriptive qualitative study analyzed 15-minute video recordings of buyer-seller interactions on the TikTok Shop Live platform to identify and classify locutionary, illocutionary, and perlocutionary speech acts. The data were collected from a live streaming transaction session and analyzed based on speech act theory proposed by Austin and Searle. The results show that buyers often use representative and expressive illocutionary acts to express interest and seek clarification, while sellers primarily use directive and commissive illocutionary acts to persuade buyers and encourage quick purchasing decisions. Additionally, buyers' reactions—such as heightened engagement, follow-up inquiries, and direct purchases—reflect the perlocutionary effects of sellers' statements. These findings suggest that speech acts in live commerce serve as both strategic mechanisms that influence consumer behavior in real time and as communication tools. The research emphasizes that understanding these speech acts, which is grounded in pragmatic theory, is vital for deciphering the intentions and impacts of utterances. Ultimately, this understanding is crucial for sellers and buyers to enhance communication effectiveness, minimize misunderstandings, and improve the overall online shopping experience.
Student Perception of Using Arknights Game to Develop Vocabulary Mastery Rangga Wahyu Atmoko; Yulianto Sabat; Endah Alamsari Andayani; Siti Aisyah; Lailatul Musyarofah
Journal of English Language and Education Vol 11, No 5 (2026): ON PROGRESS
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jele.v%vi%i.3264

Abstract

Vocabulary remains one of the toughest hurdles for those learning English, and surprisingly, narrative-driven mobile games are emerging as a unique way to gain language exposure outside the usual classroom environment. This research delves into how Indonesian players of the mobile game Arknights pick up and understand English vocabulary through its engaging, story-rich content. Using a qualitative approach, the researchers collected open-ended responses from player, mostly university students, and performed a thematic analysis on the data. Data identified five main themes: player characteristics, the difficulties of reading unfamiliar or literary language, the introduction of new vocabulary through the main story and dialogues, using strategies like using translation tools and contextual clues, the players' views on their vocabulary growth. Most participants noted that the game's vocabulary posed a real challenge, often filled with literary or old-fashioned terms; however, the repeated exposure throughout the storyline helped them remember these words. The findings suggest that vocabulary acquisition in this setting happens informally, fueled by ongoing exposure and self-directed problem-solving rather than traditional teaching methods.