Journal of Innovative and Creativity
Vol. 5 No. 3 (2025)

Engaging Students With Game-Based Learning: A Case Study of English Motivation at The Fifth Grade Students of SD Islam Al-Azhar 51 Kota Bengkulu

Hidaya, Ahmad Choky Alamsya (Unknown)
Zasrianita, Fera (Unknown)
Andriadi, Andriadi (Unknown)



Article Info

Publish Date
05 Oct 2025

Abstract

This study addresses the limited research on the use of Game-Based Learning (GBL) in supporting English motivation and engagement at the elementary school level. It aims to investigate how the implementation of GBL supports students’ learning motivation and the factors influencing their engagement. A mixed-method design was employed, combining qualitative and quantitative approaches involving 29 fifth-grade students at SD Islam Al Azhar 51 Kota Bengkulu. The findings indicate that the implementation of GBL supports students’ motivation in learning English, as reflected in their enthusiasm, attention, and active participation through interactive games, collaborative activities, and teacher guidance. In addition, students’ engagement in GBL-based learning is influenced by internal factors such as enjoyment, interest, self-confidence, and awareness of the importance of English, as well as external factors including the types of games used, their alignment with lesson content, teacher strategies, peer collaboration, and the overall classroom environment. These elements together contribute to a dynamic, student-centered environment that strengthens positive attitudes toward English learning.

Copyrights © 2025






Journal Info

Abbrev

joecy

Publisher

Subject

Education Languange, Linguistic, Communication & Media Mathematics Social Sciences Other

Description

Journal of Innovative and Creatifity (JOECY) publishes research articles in the field of education which report empirical research on topics that are significant across educational contexts, in terms of design and findings. The topic could be in curriculum, teaching learning, evaluation, quality ...