THE ROLE OF GAMIFICATION IN INCREASING STUDENTS’ MOTIVATION IN LEARNING ENGLISH

Authors
  • idhar Hasan

    universitas Bumi Hijrah Tidore
    Author
Keywords:
gamification, motivation , EFL
Abstract

Motivation is widely acknowledged as a critical determinant of success in learning English as a Foreign Language (EFL). Nevertheless, many learners demonstrate low levels of motivation due to conventional instructional approaches that lack engagement. This study aims to investigate the impact of gamification on students’ motivation in English learning. A mixed-method design was adopted, involving quantitative data from questionnaires and qualitative insights from classroom observations. The participants consisted of 60 secondary school students. Statistical analysis using paired sample t-tests revealed a significant improvement in students’ motivation following the implementation of gamified learning activities (p < 0.05). The findings indicate that gamification elements—such as points, badges, and leader boards enhance student engagement, foster both intrinsic and extrinsic motivation, and create a more supportive learning environment. These results reinforce recent empirical evidence supporting gamification as an effective pedagogical approach in EFL contexts.

Downloads
Download data is not yet available.
References

Alfahad, R. M. (2021). Gamifying the CREW: Effects of collaborative responsive writing using gamification, in interactive web-based e-books, on L2 international students’ motivation and academic vocabulary achievement. University of South Florida.

Aminah, M., Rafli, Z., & Murtadho, F. (2024). The Role of Gamification in Digital EFL Classrooms : A Study on Motivation and Retention. 5(6).

Babar, M. Y. (2021). EAL instructors’ attitudes towards game-based learning adoption in education: Obstacles and opportunities. Thompson Rivers University.

Bristi, N. L., Shafie, L. A., Hajimia, H. B., & Hasan, M. K. (2025). A systematic literature review of empirical studies on tertiary EFL teachers’ motivation and demotivation. Cogent Education, 12(1), 2470564.

Diaz, C., Inostroza, M., Ortiz, M., Tagle, T., Gómez, J. F., Sumonte, V., & Dominguez, P. (2026). Language Teacher Candidates ’ Voices of Gamified Project-Based Lessons : Unveiling Views and Tensions. 1–23.

Karim, S. A., Ramli, R., Rusmanto, G., Fadhila, R. M., Alamsyah, D. F., & Putra, M. A. (2023). EXPLORING EFL STUDENTS’VIEWS ON USING YOUTUBE VIDEOS FOR IMPROVING LISTENING SKILLS IN ENGLISH. English Review: Journal of English Education, 11(3), 757–766.

Noori, A. (2023). Erudita : Journal of English Language Teaching From boredom to excitement : unleashing motivation with Kahoot in English language learning. 3(2), 191–203.

Panagiotidis, P., & Arvanitis, P. (2023). Technology as a Motivational Factor in Foreign Language Learning Pinelopi Krystalli. 8616(June), 69–84.

Putz, L., & Treiblmaier, H. (2019). Increasing Knowledge Retention through Gamified Workshops : Findings from a Longitudinal Study and Identification of Moderating Variables. 1456–1465.

Tsai, Y. (2024). Leveraging gamification to enhance motivation and engagement among EFL learners. 7(3), 178–191.

Zhang, Z., & Crawford, J. (2024). EFL learners ’ motivation in a gamified formative assessment : The case of Quizizz. Education and Information Technologies, 29(5), 6217–6239. https://doi.org/10.1007/s10639-023-12034-7

Zuhri, M. S., Lidinillah, M. K., & Nashihin, M. (2025). Gamifying Grammar : Enhancing Students ’ Motivation Through Digital Game-Based Learning in EFL Classroom. 5(2), 147–153.

Cover Image
Downloads
Published
2026-07-28
Section
Articles

How to Cite

THE ROLE OF GAMIFICATION IN INCREASING STUDENTS’ MOTIVATION IN LEARNING ENGLISH. (2026). UNIBRAH: Journal of Education, Social, and Humanities Studies , 1(1), 12-19. https://universitasbumihijrahtidore.ac.id/unibrah/article/view/15