THE ROLE OF GAMIFICATION AS AN ENGLISH TEACHER ASSISTANT

Authors

  • Bagus Yuda Prawira Universitas Bakti Indonesia
  • Widhya Putriana Universitas Bakti Indonesia

DOI:

https://doi.org/10.51878/teaching.v6i4.13509

Keywords:

Gamification, English Teacher Assistant, EFL, Game-Based Learning, Junior High School

Abstract

ABSTRACT

English as a foreign language (EFL) instruction at the junior high school level often faces challenges related to low student motivation, limited engagement, and difficulties in learning vocabulary through conventional instruction. Gamification offers an alternative by integrating game elements into learning activities to increase student engagement. This study aimed to examine the use of gamification as an instructional aid in EFL teaching, students’ responses, and implementation challenges. A descriptive qualitative design supported by a survey was employed, involving one English teacher and 38 students from Grades 7–9. Data were collected through a structured survey, semi-structured interviews, and classroom observations involving Kahoot!, Wordwall, Baamboozle, and Wayground. The findings showed positive student responses, particularly in motivation, enjoyment, participation, and perceptions of vocabulary learning. Gamification also provided opportunities for collaboration and differentiated learning. However, implementation challenges included unstable internet connectivity and students’ tendency to focus excessively on competition rather than learning objectives. These findings indicate that gamification can serve as a supportive instructional aid in EFL classrooms when purposefully designed and facilitated by teachers.

ABSTRAK

Pembelajaran bahasa Inggris sebagai bahasa asing (EFL) di tingkat sekolah menengah pertama sering menghadapi tantangan berupa rendahnya motivasi, keterlibatan siswa yang terbatas, dan kesulitan mempelajari kosakata melalui pembelajaran konvensional. Gamifikasi menawarkan alternatif dengan mengintegrasikan elemen permainan ke dalam kegiatan pembelajaran untuk meningkatkan keterlibatan siswa. Penelitian ini bertujuan untuk mengkaji penggunaan gamifikasi sebagai sarana pendukung dalam pengajaran EFL, respons siswa, dan tantangan penerapannya. Penelitian menggunakan desain kualitatif deskriptif yang didukung survei dengan melibatkan seorang guru bahasa Inggris dan 38 siswa kelas 7–9. Data dikumpulkan melalui survei terstruktur, wawancara semi-terstruktur, dan observasi pembelajaran yang melibatkan Kahoot!, Wordwall, Baamboozle, dan Wayground. Hasil penelitian menunjukkan respons positif siswa, terutama dalam motivasi, kesenangan belajar, partisipasi, dan persepsi terhadap pembelajaran kosakata. Gamifikasi juga memberikan peluang untuk kolaborasi dan pembelajaran berdiferensiasi. Namun, penerapannya menghadapi tantangan berupa ketidakstabilan koneksi internet dan kecenderungan siswa terlalu berfokus pada kompetisi daripada tujuan pembelajaran. Temuan ini menunjukkan bahwa gamifikasi dapat menjadi sarana pendukung pembelajaran EFL apabila dirancang dan difasilitasi secara terarah oleh guru.

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Published

2026-10-12

How to Cite

Prawira, B. Y., & Putriana, W. (2026). THE ROLE OF GAMIFICATION AS AN ENGLISH TEACHER ASSISTANT. TEACHING : Jurnal Inovasi Keguruan Dan Ilmu Pendidikan, 6(4), 3442–3458. https://doi.org/10.51878/teaching.v6i4.13509

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