Jurnal Inspirasi Pendidikan
Vol 16 No 1 (2026): Januari 2026

Digital game-based learning: A catalyst for EFL self-efficacy among Indonesian vocational students

Zuhriya, Nurul Aminatus (Unknown)
Sabat, Yuliyanto (Unknown)
Wafiroh, Laili Hibatin (Unknown)



Article Info

Publish Date
31 Jan 2026

Abstract

While student engagement often is unstable in vocational EFL settings, Digital Game-Based Learning (DGBL) offers a dynamic solution through its interactive framework. This study evaluates how the Wayground platform serves as a catalyst for boosting self-efficacy among Indonesian vocational students. Using a pre-experimental one-group pretest-posttest design, we observed 36 tenth-grade students majoring in Pharmaceutical Engineering at SMK Negeri 1 Sampang (Academic Year 2025/2026). Data collection relied on an EFL self-efficacy questionnaire paired with authentic Wayground activity logs. Statistical analysis was conducted using the Paired-Samples T-test, which indicated a significant increase in self-efficacy (t(35) = -17.955, p < 0.001) with a large effect size (Cohen's d = 2.99). The findings indicate that the use of Wayground-based DGBL is associated with a substantial increase in vocational students' EFL self-efficacy. These results suggest that gamified learning environments may offer a promising pedagogical alternative for fostering self-efficacy among vocational EFL students

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Journal Info

Abbrev

jrnspirasi

Publisher

Subject

Education

Description

The Jurnal Inspirasi Pendidikan is a publication that contains the results of critical research and studies in the fields of education and teaching. Published twice in one year by the Association of Educators of Universitas Kanjuruhan Malang. This journal is expected to be the medium of publication ...