The Effectiveness of Gamification in English Subject on Communicative Competence
DOI:
https://doi.org/10.71365/edujet.v3i2.97Keywords:
Gamification, English Learning, Communication CompetenceAbstract
This study aims to determine the effectiveness of gamification in English learning among grade X students at SMA Negeri 01 Padang Ratu. Gamification, which involves the use of game elements in an educational context, is expected to increase student motivation and engagement. Through a quantitative approach, data were collected from 66 students using a pretest and posttest. The results showed that there was a significant influence between gamification in English subjects on the communication skills of grade X students of SMAN 01 Padang Ratu in the 2024/2025 Academic Year. Gamification not only increases students' confidence in speaking English, but also helps them understand the material better. This study concludes that gamification is an innovative method that is effective in improving the quality of English learning at the high school level.
References
Abdelhamid, A., et al. (2023). Assessing the impact of gamification on academic achievement and student perceptions of learning Arabic grammar: A quasi-experimental study. International Journal of Academic Research in Business and Social Sciences, 13(5), 1–15. https://doi.org/10.6007/IJARBSS/v13-i5/16862
Abu Inein, M. (2024). The impact of utilizing gamification applications on the achievement of sixth graders in Saudi Arabia in Arabic language grammar. International Journal of Educational and Psychological Studies, 13(2), 1–15. https://doi.org/10.6007/IJEPS/v13-i2/1748
Al Mufleh, A., & Abu Inein, M. (2025). The impact of utilizing gamification applications on the achievement of sixth graders in Saudi Arabia in Arabic language vocabulary and their attitudes towards gamification. Jordanian Educational Journal, 11(1), 1–15. https://doi.org/10.6007/JEJ/v11-i1/1556
Almelhes, A. (2024). Gamification for teaching the Arabic language to non-native speakers: A systematic literature review. Frontiers in Education, 9, 1371955. https://doi.org/10.3389/feduc.2024.1371955
Anisah, S. (2024). Implementation of gamification in Arabic language learning and its impact on students’ motivation in Awang Semaun Secondary School, Indonesia. Giyat: Education Science, 1(1), 1–15. https://doi.org/10.53038/giyat.v1i1.7
Ghofur, A., et al. (2023). Students’ perceptions and motivation towards teaching Arabic vocabulary through gamification. Ijaz Arabi: Journal of Arabic Learning, 6(3), 682–694. https://doi.org/10.18860/ijazarabi.v6i3.18642
Kharizmi, M., et al. (2024). Gamification: The effect on students’ motivation and achievement in language learning. International Journal of Language and Ubiquitous Learning, 6(3), 1–15. https://doi.org/10.18860/ijlul.v6i3.754
Laiya, F. F. S. (2025). Design and implementation of gamification-based Arabic language learning materials through the Quizizz application to enhance students’ motivation and interactivity. Albariq: Jurnal Pendidikan Bahasa Arab, 8(1), 1–15. https://doi.org/10.18860/albariq.v8i1.118
Rezi, M., Noor, H., & Tsai, Y. (2024). Utilization of gamification in Arabic language learning to increase student motivation and achievement. Lughawiyah: Journal of Arabic Education and Linguistics, 6(2), 1–15. https://doi.org/10.18860/lughawiyah.v6i2.12559
Tuki, N., Zailani, H., & Asbulah, S. (2025). Kebolehgunaan elemen permainan kosa kata bahasa Arab dalam aplikasi Wordwall. BITARA International Journal of Civilizational Studies & Human Sciences, 3(1), 1–15. https://doi.org/10.6007/BITARA.v3i1.700
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?—A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034).
Sailer, M., Hense, J., Mandl, H., & Klevers, M. (2017). Psychological perspectives on motivation through gamification. Interaction Design and Architecture(s), 33, 45–66.
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https://doi.org/10.1016/j.compedu.2012.12.020
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic review. Educational Technology & Society, 18(3), 75–88.
Zhang, D., & Hasim, H. (2023). Gamified EFL/ESL instruction: A systematic review. Frontiers in Psychology, 14, 1030790. https://doi.org/10.3389/fpsyg.2022.1030790
Al-Khresheh, M. (2025). The effects of gamification on students’ engagement and language learning outcomes. Open Psychology Journal, 18, 35–52.
Al-Hebaishi, S. M. (2012). The correlation between general self-confidence and academic achievement in the oral presentation course. Theory and Practice in Language Studies, 2(1), 60–65. https://doi.org/10.4304/tpls.2.1.60-65
Enayati, F., & Pourhoseini Gilakjani, A. (2020). The impact of computer-assisted language learning (CALL) on improving intermediate EFL learners’ vocabulary learning. International Journal of Language Education, 4(1), 96–112. https://doi.org/10.26858/ijole.v4i2.10560
Etikani, I. (2016). Comparison of convenience sampling and purposive sampling. American Journal of Theoretical and Applied Statistics, 5(1), 1–8. https://doi.org/10.11648/j.ajtas.20160501.11
Lee, J.-Y., & Biaek, M. (2023). Effects of gamification on students’ English language proficiency: A meta-analysis on research in South Korea. Sustainability, 15(14), 11325. https://doi.org/10.3390/su151411325
Mårell-Olsson, E. (2021). Using gamification as an online teaching strategy to develop students’ 21st century skills. Interaction Design and Architecture(s), 47, 69–93. https://doi.org/10.55612/s-5002-047-004
Marjokorpi, J. (2023). The relationship between grammatical understanding and writing skills in Finnish secondary L1 education. Reading and Writing, 36(10), 2605–2625. https://doi.org/10.1007/s11145-022-10405-z
Maulana, A. (2023). Analysis of validity, reliability, and feasibility of student confidence assessment instruments. Journal of Educational Assessment, 1(1), 1–15.
Oirdu, U. B.-A. (2021). The role of teaching and learning aids/methods in a changing world. New Challenges to Education: Lessons from Around the World, 19(1), 210–216.
Suparmani, L. (2018). The teachers’ strategy on students’ communicative ability action research. iPALAPA, 6(2), 145–154. https://doi.org/10.36088/palapa.v6i2.72.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Sari Safitri, Mai Zuniati, Rizky Hidayatullah

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.




