Cendikia Pendidikan
Vol. 12 No. 5 (2025): Sindoro Cendikia Pendidikan

INVESTIGATING STUDENT’S PERSPECTIVES ON THE USE GAMIFICATION FOR ENGLISH LANGUAGE LEARNING

Indira Haeka Ananda (Unknown)



Article Info

Publish Date
19 Jan 2025

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.

Copyrights © 2025






Journal Info

Abbrev

sindorocendikiapendidikan

Publisher

Subject

Arts Humanities Education Languange, Linguistic, Communication & Media Mathematics

Description

Sindoro: Cendikia Pendidikan. Jurnal ini terbit tiap bulan dalam setahun. Jurnal ini termasuk jurnal open acces yang memungkinkan penulis dari berbagai lintas dapat elaborasi untuk menulis di jurnal ini. Jurnal ini merupakan buah pemikiran dari terhadap bidang Ilmu khususnya Pendidikan. Jurnal ini ...