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http://journal.uinjkt.ac.id/index.php/ijee
Received: 24th Maret 2020; Revised: 7th May 2020; Accepted: 28th June 2020
ABSTRACT
This study aims at displaying the results of reviewing research-based articles about gamification
in the context of learning English. The concept of games has changed from a self-entertainment
into an edutainment through adjustments and modifications. This notion is adapted by teachers in
big countries such as Poland, China, and the US to enhance their English class with surprisingly
ensuing positive results (Rothwell & Shaffer, 2019). These results have triggered the writer to find
out more about the benefits of gamification and to conduct qualitative research through the
review process. The writer collected and analyzed thirteen relevant articles from journals and
websites. The results indicated that gamification indeed brought benefits to students. The
foremost results included motivation improvement, promoting positive attitudes and better
performances, fostering 21st-century skills and better cognitive achievements, encouraging social
interaction and independencies, and improving competitiveness among students during the
learning process.
Key Words: English learning; gamification; teaching
ABSTRAK
Penelitian ini bertujuan untuk memaparkan hasil dari telaah artikel berbasis riset tentang gamifikasi pada
konteks pembelajaran Bahasa Inggris. Konsep permainan telah berubah dari hiburan mandiri menjadi
edutainment melalui penyesuaian dan modifikasi. Konsep ini, terutama permainan online, diadaptasi oleh
para guru di negara-negara besar seperti Polandia, China, dan US untuk meningkatkan aktifitas kelas
Bahasa Inggris mereka dengan yang hasil positif yang mengejutkan (Rothwell & Shaffer, 2019). Hasil ini
menjadi motivasi penulis untuk menggali lebih dalam tentang manfaat gamifikasi dalam pembelajaran
Bahasa Inggris sehingga penulis melakukan penelitian kualitatif melalui proses review. Penulis telah
mengumpulkan dan menganalisa tiga belas artikel yang relevan dari jurnal dan situs web. Hasil analisa
menunjukkan bahwa gamifikasi memang bermanfaat bagi siswa. Manfaat yang paling utama yaitu
meningkatkan motivasi dan penampilan yang baik, mengembangkan keterampilan Abad 21, mendorong
interaksi social dan kebebasan, serta meningkatkan daya saing antar siswa selama pembelajaran.
Kata Kunci: Pembelajaran Bahasa Inggris; gamifikasi; pengajaran
How to Cite: Rahmani, E.F. (2020). The Benefits of Gamification in the English Learning Context. IJEE (Indonesian
Journal of English Education), 7(1), 32-47. doi:10.15408/ijee.v7i1.17054
that gamification had intrinsic and Udjaja, & Sari (2017) and Mufidah
extrinsic motivation delineated the (2016) are evidence. Although these two
desire to act, such as learning content, pieces of research had different foci and
as well as to respond or to expect for were conducted to or indifferent
specific rewards which came from self – research subjects, the results similarly
determination theory (SDT) proposed emphasized that the implementation of
by Ryan and Deci in 1985 (2018, p. 5). In gamification was a success in both
SDT viewpoint, motivation in its three enhancing learners' interests and
basic needs, so-called (1) autonomy or motivation in learning, as well as
the feeling of being in control, (2) promoting their learning achievements.
competence or the sense of building Moreover, the most surprising result
skills and developing mastery, and (3) from these researches was gamification
relatedness or connection to others, can did motivate low-achiever learners that
lead motivated people to have more they would take part in learning
interest, excitement, and confidence activities actively without hesitation,
manifesting to enhanced performance, even in speaking (Mufidah, 2016; YanFi,
persistence, and creativity which are Udjaja, & Sari, 2017).
needed by learners (Ryan & Deci, 2000;
There is one similar study
Healey, 2018).
conducted by Dehghanzadeh et al.
In its implementation, gamification (2019) entitled Using Gamification to
or game-based learning adapts game Support Learning English as A Second
elements to engage learners to take part Language: A Systematic Review. This
in learning to build learners' problem- study was a review of 22 articles about
solving skills (Kapp, 2012). In countries gamification in the ESL context. The
with high educational rank, such as results of the study mainly talked about
Ukraine, Poland, US, China, and the researches of gamification
Netherland, gamification has been implementation in ESL, including
familiarized and used by teachers, methodologies employed, types of
including English teachers that showed game applications most used by
substantial results (Glowacki, Kriukova, teachers, and discussion about the
& Avshenyuk, 2018; Rothwell & impacts of gamifications on students’
Shaffer, 2019; Antonaci, Klemke, & achievements. This study and the
Specht, 2019). In Indonesian contexts, writer’s research are similar in terms of
gamification is started to get its methodology that the writer also
familiarized, as well, despite its limited employed a reviewing technique in
researches. Studies done by YanFi, gathering and analyzing the most
both theoretical and practical aspects. that, but the students' satisfaction also
The results reflected the respondents' showed similar results; it grew 48%
attitudes towards Kahoot! was notably from 30% to 78% after gamification was
positive, with a percentage of 100%. used. Additionally, the students' scores
They experienced that Kahoot! could in pre-test and post-test increased, as
bring effectiveness in their academic well, and the problems found in pre-
context. 98% of them found that tests such as mispronunciation,
Kahoot! interesting, fun, and enjoyable; grammar error, fluency, speed, and
meanwhile, 96% answered that Kahoot! limited conversations, were minimized
brought the atmosphere of significantly.
competitiveness that they were
The Role of Gamification
triggered to do each Kahoot! session. Techniques in Promoting Student
The Impact of Using Games on Learning: A Review and
Developing Saudi Female EFL Synthesis
Students’ Speaking Skills This paper is written by Islam
This paper is written by Wafa K. Alomari, Hosam Al-Samarraie, and
Alfulaih, published in the British Reem Yousef, published in the Journal
Journal of Humanities and Social of Information Technology Education:
Sciences in 2018. This paper was a Research in 2019. This article was a
research-based study that investigated review of 40 previous studies on the
the efficacy of students' speaking ability role of gamification techniques in
using gamification teaching style in promoting students' learning. The
Saudi English Foreign Language (EFL) results indicated that gamification
Female Speaking classes. It was a techniques differently shaped students'
Classroom Action Research (CAR) that learning. The data analyses were
involved 50 participants of Saudi presented in the form of a bar chart that
female EFL students at Saudi Electronic displayed the gamification techniques,
University (SEU). The results of the including points, badges, leaderboards,
study indicated that gamification was levels, rewards, progress bar
advantageous to improve students' challenges, feedbacks, and avatars. In
speaking skills, respectively. It was detail, there were the top three
mentioned that students' attitudes and techniques that gained the highest
motivation to speak English enhanced percentages. The most one went to
by 20% from 60% to 80% after points (75%) in which the studies
implementing gamification. Not only suggested that the point-based system
could help motivate students to engage game for English language learning a
in a sharing network that was accepted SWOT analysis with 49 participants in
by the other group members total. The results, which were divided
enthusiastically. The second was into three parts (strengths,
badges (68%), which could increase the opportunities, and weaknesses),
social interaction amongst students showed that both gamified learning
because they spent more time and and serious games would create a joyful
devoted more effort to solving cases by ambiance, as well as a pleasant and
exchanging ideas that could promote relaxed place for learning. Students
positive attitudes in their performance. who were involved in these two
The last was leaderboards (38%). learning contexts were attracted to
Leaderboards expanded students' learn and felt better involved in the
achievements by building a sense of classroom. They enhanced their
competition amongst them, creating a confidence in English skills, especially
social comparison among the learners, speaking one. By using high
which motivated them to increase their technologies as learning material, the
contribution rate; and based on the students formed a framework that
spirit of reputation they might attain language courses were following the
when they got a higher rank as technological frame which better fit
compared with others. Even though the their own needs causing them to foster
rest of the gamification techniques was creativity and led to discover their
less utilized in promoting students' motivation to learn. From the three
performance in learning English, they parts of the data display, strengths got
still had a contribution to motivate the highest points, followed by
students to learn. opportunities. There were weaknesses
of gamified and serious games, but they
Using Gamification and Serious
Games for English Language could be overcome in such a way that
Learning could be considered as a no significant
deal aspect.
This article is written by Nacim
Yanes, and Ikram Bououd, presented Using Gamification to Support
and published in Conference: 2019 Learning English As A Second
Language: A Systematic Review
International Conference on Computer
and Information Sciences (ICCIS) in This paper is written by Hojjat
2019. The paper presented the results of Dehghanzadeh, Hashem Fardanesh,
utilizing gamification and a serious Javad Hatami, Ebrahim Talaee, and
hard and even asked for extra students failed, probably the teaching
assignments. or the learning environment was not
supportive enough to make them
Moreover, the weaker ones gained
successful. After implementing
confidence and improved their
gamification, she bravely claimed that
performance. The writer noted that
digital games were excellent catalysts
even parents got the ambiance that they
for collaborative work and sharing
were happy since their children were
experiences. In her article, the writer
highly motivated to do their English
also provided some steps to gamify
homework. This article also provided
learning without digital actions to
steps on how to gamify the English
support the teachers who probably
classes and explained how the elements
were not supported by digital
of games (e.g., points, badges, levels,
equipment.
and leaderboards) were effectively used
in her class. The analysis of the articles above
indicated there are four main benefits of
Gamification in English Language
Teaching: More Than Child's Play gamifications in English learning. The
first and foremost benefit that
This article is written by Sharon gamification has brought to students is
Maloney, published in English for Asia related to motivation. It is found out
– TESOL blog on July 2, 2019. This 75% or nine out of thirteen articles
article was a thread from a teacher who being analyzed indicated that gamified
had implemented gamification in her learning is propitious to motivate
English class. She experienced quite students to learn English (Flores, 2015;
similar situations with other teachers Mufida, 2016; Peresada, 2017;
that her students were demotivated, Boyinbode, 2018; Lin, Ganapathy &
stultifying, and bored during the Kaur, 2018; Dehghanzadeh et al., 2019;
course. She mentioned that a well – Yanes & Bououd, 2019; Alomari, Al-
designed game could be more potent Samarraie & Yousef, 2019; Alfulaih,
than any other teaching strategies. 2019).
"Traditional methods of education no
longer work because they are designed The second benefit is in line with
for students to be fundamentally the positive attitudes and better
passive," she said. This statement was performance of the students during the
against the nature of children, which class. The gamified activities leaped the
was playful, cheerful, and active. She, barrier between active and passive
furthermore, emphasized that if the learners so that the learners were no
interests, and the setting are different, tended to be much livelier. During the
the articles shared comparable activities, there were no gaps between
advantages of gamification that are high English achievers and low English
summed up into four main benefits: achiever students. All the students
improving motivation, promoting engaged in the activities, and no one
positive attitudes and better was anxious to take part in the class
performances, promoting 21 -century
st (Alfulaih, 2019; Lin, Ganapathy & Kaur,
skills and better cognitive 2018; Mufidah, 2016). They spoke
achievements, and encouraging social English much more often than before
interaction, independencies, and gamification was implemented Flores,
competitive spirits. 2015; Mufidah, 2016; Lam, 2016).
Besides that, the badges used in the
According to the findings above,
games have helped improving social
the students who did not find learning
interaction and competitive spirit
interesting at first turned out to gain
among students. As a result, the
much interest in every exercise, tasks,
students had higher opportunities to
or projects; and they even asked for
enhance social competence shown by
extra assignments to do (Peresada,
seamless interactions, as well as to
2017) while the gamified learning being
improve English competencies proven
implemented. This behavior change
by better scores and performance in
indicated an improvement in the
grammar, vocabulary, speaking skill
intrinsic motivation amongst students.
(including fluency, mispronunciation,
They developed fully self-regulated
speed, and limited conversation),
learning (independence in learning) to
reading, writing, and in using
engage in activities out of interest, as
technology to assist learning (Flores,
well as to experience a sense of volition
2015; Mufidah, 2016; Lam, 2016;
(Ferreira, Cardoso, & Abrantes, 2011).
Mikasyte, 2018; Boyinbode, 2018; Lin,
The results also emphasized that
Ganapathy, & Kaur, 2018;
motivated learners would react
Dehghanzadeh et al., 2019; Alfulaih,
positively to psychological aspects such
2019).
as behavioristic learning cognitive, self-
determination, interest, and positive
emotion (Flores, 2015). CONCLUSION
and passive learning environment as it Basler, J., & Dostal, J. (2015). Research of the
is beneficial to assist teachers in amount of time spent playing
computer games by children at the
creating a more exciting and age of 11 and 14. TOJET: The Turkish
meaningful learning experience for Online Journal of Educational
students. A livelier learning Technology, 18(3), 489-493.
environment, more active engagement, Bowen, G. (2009). Document analysis as a
better English skills (especially qualitative research method.
Qualitative Research Journal, 9(2), 27-
speaking skill), and improved cognitive
40. doi.org/10.3316/QRJ0902027
achievements (proven by good scores)
Boyinbode, O. (2018). Development of a
are the indicators of successful
gamification based English
implementation of gamification in the vocabulary mobile learning system.
English class. Therefore, it is highly International Journal of Computer
recommended for the English teachers Science and Mobile Computing, 7(8),
183-191.
who have problems with their class,
especially in terms of activeness and Christians, G. (2018). The origins and future of
gamification. South Carolina
English skills, to apply gamification in (Unpublished Master’s thesis.
their classes. University of South Carolina).
Retrieved from
https://rb.gy/qus9no
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http://journal.uinjkt.ac.id/index.php/ijee | DOI: http://doi.org/10.15408/ijee.v7i1.17054
45-47
P-ISSN: 2356-1777, E-ISSN: 2443-0390 | This is an open access article under CC-BY-SA license
IJEE (Indonesian Journal of English Education), 7 (1), 2020
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