Improving English Writing Achievement Using Game-Based Learning at the 11th Grade Students at Islamic Senior High School

Authors

  • Aulia Rachman Ashari Pendidikan Bahasa Inggris, Program Pascasarjana Universitas Islam Malang, Malang, Jawa Timur , Indonesia
  • M. Yahya Ashari Pendidikan Agama Islam, Universitas Pesantren Tinggi Darul Ulum, Jombang, Jawa Timur, Indonesia
  • Dwi Fita Heriyawati Pendidikan Bahasa Inggris, Program Pascasarjana, Universitas Islam Malang, Malang Jawa Timur, Indonesia

DOI:

https://doi.org/10.24256/ideas.v13i2.7692

Keywords:

Game-Based Learning, writing achievement, English language teaching, Exposition text, classroom action research

Abstract

This classroom action research aims to improve 11th-grade students’ writing achievement through the application of game-based learning (GBL). The research was conducted at Madrasah Aliyah Negeri 2 Jombang from February to March 2025 and was implemented in one cycle consisting of six meetings. Before the intervention, only 65% of students reached the “Good” to “Excellent” categories in writing analytical exposition texts. The acting activities were carried out across six meetings. In the first meeting, students used Quizizz to practice writing exposition texts. The second meeting introduced vocabulary practice through Gimkit. In the third meeting, students collaboratively learned to write exposition texts and practiced vocabulary by filling in blanks in Gimkit, with the teacher guiding the process. The fourth meeting focused on building understanding among classmates through talk-to-talk activities, concluded by the researcher’s reflections. The fifth meeting was an individual writing assessment to measure students’ analytical exposition writing skills. The sixth meeting used the game-based Uno Flip activity to observe students’ engagement. The findings show an improvement in writing performance after implementing game-based learning: 6 students (20%) reached the “Excellent” category, 18 students (60%) were in “Good,” 4 students (13.3%) were in “Fair,” and only 2 students (6.7%) remained in “Poor.” Overall, 80% of students achieved “Good” to “Excellent,” an increase from the 65% baseline. However, this study is limited by its single-cycle design and focus on one text genre. In conclusion, game-based learning has proven effective in improving writing performance and offers a fun, creative, and student-centered approach to English learning.

References

Alfitri. (2025). Pemanfaatan video pendek TikTok dalam peningkatan penguasaan kosakata dan kemampuan menyimak siswa EFL generasi Z. Jurnal Pendidikan Bahasa dan Sastra, 13(1), 45–55.

Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self‐determination of behavior. Psychological Inquiry, 11(4), 227–268.

Gunawan, W., Kurniawan, E., & Hakim, M. A. (2025). Navigating inconsistencies: The challenges of implementing multilingual education policy in rural Indonesia. Social Sciences & Humanities Open, 11, 101601.

Ismayanti, D., Said, Y. R., Usman, N., & Nur, M. I. (2024). The Students Ability in Translating Newspaper Headlines into English A Case Study. IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature, 12(1), 108-131.

Kemmis, S., & McTaggart, R. (1988). The action research planner. Deakin University Press.

Kusumawati, N. (2022). The use of Gimkit to enhance students’ writing skills. Journal of English Language Teaching, 9(2), 134–142.

Mercer, S. (2016). Seeing language learning through a social psychological lens: The role of the self, the social, and the dynamic. In S. Mercer, S. Ryan, & M. Williams (Eds.), Exploring psychology in language learning and teaching (pp. 11–26). Oxford University Press.

Masruddin, M., & Nasriandi, N. (2022). Lexical and Syntactical Errors Performed by Junior High School Student in Writing Descriptive Text. IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature, 10(1), 1094-1100.

Masruddin, M., & Munawir, A. (2021). the Efficacy of Treasure Hunt Game With Luwu Local Culture Based in Teaching English Vocabulary and Introducing Cultures Heritages of Luwu At Smpit Al Hafidz Kota Palopo. Kongres Internasional Masyarakat Linguistik Indonesia, 204-208.

Masruddin, M., & Abduh, N. K. (2024, May). Indonesian Language Learning for Foreign Speakers Based on Luwu Culture: A Needs Analysis Study. In 4th International Conference on Linguistics and Culture (ICLC-4 2023) (pp. 75-80).

Masruddin, M., & Nur, M. I. (2025). LINGUISTICS LANDSCAPE OF PALOPO CITY. Kongres Internasional Masyarakat Linguistik Indonesia, 2025.

Pratiwi, N. W. (2021). Improving students’ writing accuracy through Kahoot! Journal of Language and Education, 6(3), 211–219.

Rahmawati, S. (2019). Enhancing students’ descriptive writing skill through game-based activities. English Language Teaching Journal, 10(1), 55–63.

Setiawan, A., & Dewi, R. (2020). The effect of using Quizizz toward students’ writing ability. Journal of English Teaching and Research, 5(1), 23–30.

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.

Downloads

Published

2026-01-01

Citation Check