JTechLP
Vol 4, No 2, July (2025): JTechLP: Journal of Technology in Language Pedagogy

THE USE OF GAMIFICATION TO MOTIVATE STUDENTS IN LEARNING ENGLISH

Ayu, Sindi Putri (Unknown)
Dollah, Syarifuddin (Unknown)
G, Hasriani (Unknown)



Article Info

Publish Date
20 Jul 2025

Abstract

This study focuses on the issue of students' lack of motivation to learn English and how the use of gamification as an approach to enhance motivation. The aim of this research was to determine whether or not the use of gamification through platforms such as Kahoot and Quizizz can motivate students in English language learning. The method employed was descriptive qualitative, involving observations and interviews with students ninth grades in three classes of SMP Kartika XX-2. Nine students became the source persons to be interviewed about their opinions on gamification. The results indicate that students feel more motivated after using these gamification tools in the learning process. The conclusion of this research states that gamification can be an effective strategy for increasing student motivation in learning English.

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Journal Info

Abbrev

JTechLP

Publisher

Subject

Education Languange, Linguistic, Communication & Media Social Sciences

Description

Journal of Technology in Language Pedagogy is a peer-reviewed and open-access journal in language education. The aim is to publish conceptual and research articles that explore the application of any technology in language pedagogy and the everyday experience of technology in education. It welcomes ...