Teachers’ Perspectives on Gamification in ELT: Enhancing Student Engangement Through ICT

Authors

  • Nur Layli Faiqiah Pendidikan Bahasa Inggris, FBS Universitas Negeri Semarang, Indonesia
  • Christianti Tri Hapsari Pendidikan Bahasa Inggris, FBS Universitas Negeri Semarang, Indonesia

DOI:

https://doi.org/10.24256/ideas.v14i1.7512

Keywords:

EFL; inclusive classroom; teacher perception; vocabulary instruction; vocabulary learning difficulties

Abstract

Gamification has emerged as a promising instructional strategy to address low student engagement in English language classrooms. While previous studies show its effectiveness in enhancing motivation, limited research focuses on how pre-service teachers apply gamification supported by Information and Communication Technology (ICT) during teaching practicum. This study aims to explore how gamification is used to increase student engagement and the challenges faced by pre-service English teachers. Using a qualitative descriptive design, data were collected from 20 respondents through open-ended questionnaires based on Engagement Theory. The findings show that gamification fosters collaboration, creativity, and real-world application of English through interactive platforms like Kahoot! Quizizz, and Wordwall. However, challenges such as limited ICT infrastructure, time constraints, and lack of training were also identified. The study concludes that with thoughtful design and support, gamification can be a powerful pedagogical approach to promote meaningful engagement in English language learning.

References

Acosta-Medina, Julieth Katherin, Martha Liliana Torres-Barreto, and Andrés Felipe Cárdenas-Parga. 2021. “Students’ Preference for the Use of Gamification in Virtual Learning Environments.” Australasian Journal of Educational Technology 37(4):145–58. doi:10.14742/ajet.6512.

Belda-Medina, Jose, and José Ramón Calvo-Ferrer. 2022. “Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning.” Education Sciences 12(3). doi:10.3390/educsci12030182.

Braun, V., and V. Clarke. 2019. “Thematic Analysis Revised.” Journal of Chemical Information and Modeling 53(9):1689–99.

Chan, Sumie, and Noble Lo. 2024. “Enhancing EFL/ESL Instruction through Gamification: A Comprehensive Review of Empirical Evidence.” Frontiers in Education 9.

Christopoulos, Athanasios, and Stylioanos Mystakidis. 2023. “Gamification in Education.” Informatologia 48(3–4):198–204.

Creswell, J. W. 2009. “Qualitative, Quantitative, and Mixed-Methods Research.” Microbe Magazine 4(11). doi:https://doi.org/10.1128/microbe.4.485.1.

Fariziah Nur, Mega, Nur Iqva, and Ahmad Siddiq. 2021. “Junior High School Students’ Engagement in Gamified Learning Experiences Through Quizizz.” Humairoh, MFN Teaching) 4(1):17–40.

Govindarajan, Ramesh. 2021. “Exploiting Gamification and Interactive Activities to Achieve Better Students’ Engagement in ELT Classes.” Arab World English Journal (2):238–51. doi:10.24093/awej/mec2.17.

Guerrero Puerta, Laura. 2024. “Exploring If Gamification Experiences Make an Impact on Pre-Service Teachers’ Perceptions of Future Gamification Use: A Case Report.” Societies 14(1). doi:10.3390/soc14010011.

Hamari, Juho, Jonna Koivisto, and Harri Sarsa. 2014. “Does Gamification Work? - A Literature Review of Empirical Studies on Gamification.” Proceedings of the Annual Hawaii International Conference on System Sciences 3025–34. doi:10.1109/HICSS.2014.377.

Inayati, Nina, and Alimin Adi Waloyo. 2022. “The Influence of Quizziz-Online Gamification on Learning Engagement and Outcomes in Online English Language Teaching.” Journal on English as a Foreign Language 12(2):249–71. doi:10.23971/jefl.v12i2.3546.

Johan, Nur Syarafana Bt, Kew Si Na, Zaidatun Tasir, Tieng Wei Koh, Tze Wei Liew, and Sze Seau Lee. 2022. “The Implementation of Digital Gamification in English Classroom: Teachers’ and Students’ Perspectives.” ACM International Conference Proceeding Series 169–75. doi:10.1145/3582580.3582607.

Kearsley, Greg, and Ben Shneiderman. 1998. “Engagement Theory: A Framework for Technology-Based Teaching and Learning.” Educational Technology 38(5):20–23. http://www.scopus.com/inward/record.url?eid=2-s2.0-37849033883&partnerID=40&md5=f0e60f66fac03c430a9d28f0c36df73f.

Reftyawati, Dian. 2024. “Utilizing Gamification Strategies To Improve Learning Outcomes and Students’ Engagement.” Journal of English Language Teaching and Learning (JELTL) 5(1):1–5. http://jim.teknokrat.ac.id/index.php/english-language-teaching/index.

Siregar, Putri Monica, and Putu Dian Dananyanti Degeng. 2025. “The Role of Gamification in English Language Teaching: Insights from Pre-Service Teachers.” Jurnal Penelitian Dan Pengkajian Ilmu Pendidikan: E-Saintika 9(1):74–89. doi:10.36312/e-saintika.v9i1.2644.

Stocker, Eva. 2020. “Gamification in the EFL Classroom : The Effect of Gamification on Student Engagement in Teenage Learners of English Diplomarbeit Eidesstattliche Erklärung.” http://unipub.uni-graz.at/obvugrhs/5343207.

Titania, Fani Nabila. 2024. “Gamifying EFL Classrooms: Unveiling Teacher Perspectives and Practices in a Digital Age.” Pp. 289–94 in Proceedings of the International CALL Research Conference, 2024. Castledown Publishers.

Yaccob, Nur Syafiqah, Siti Fatimah Abd. Rahman, Syamsul Nor Azlan Mohamad, Azwin Arif Abdul Rahim, Khadijah Khalilah Abdul Rashid, Abdulmajid Mohammed Abdulwahab Aldaba, Melor Md Yunus, and Harwati Hashim. 2022. “Gamifying ESL Classrooms through Gamified Teaching and Learning.” Arab World English Journal (8):177–91. https://doi:10.24093/awej/call8.12.

Downloads

Published

2026-04-29

Citation Check