A STUDY OF UNDERSTANDING STUDENTS’ ENGAGEMENT IN LEARNING ENGLISH THROUGH GAMIFICATIONS

Azizi, M. Nabil Nur (2025) A STUDY OF UNDERSTANDING STUDENTS’ ENGAGEMENT IN LEARNING ENGLISH THROUGH GAMIFICATIONS. Undergraduate thesis, Universitas Muhammadiyah Malang.

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Abstract

Through the use of game components like points, badges, and prizes, gamification has transformed traditional learning in the educational field. Gamification makes learning fun and participatory, which increases engagement. This study investigates the ways in which gamification affects students' motivation, involvement, and general learning results when they are learning English.
This study looks into particular gamification elements that boost student involvement. The study looks at the effects of gamified activities on learning effectiveness motivation, and interaction. "What factors of gamification contribute to students' engagement in learning English?" is the primary study topic. Analysing students' perspectives and discovering important gamification components that improve engagement are among the goals.
University students with experience in gamified English learning were interviewed and given questionnaires as part of a qualitative descriptive approach. A closed-ended questionnaire was utilised for validation, and eight students from Indonesian universities took part in semi-structured interviews. Data were categorised using thematic analysis into three main themes: learning outcomes, motivation, and engagement.
Results show that gamification increases motivation through leaderboards and achievements, decreases stress, and enhances vocabulary retention. Learning is further improved by interactive elements including humour, story, and peer cooperation. Students' opinions of gamified feedback and teamwork, however, differ, suggesting that gamification's efficacy is influenced by personal preferences. To optimise benefits, the study advises educators to carefully mix feedback, teamwork, and competitiveness.

Item Type: Thesis (Undergraduate)
Student ID: 202110100311085
Keywords: Gamification, Student Engagement, English Learning
Subjects: L Education > LB Theory and practice of education > LB2300 Higher Education
Divisions: Faculty of Teacher Training and Education > Department of English Language Education (88203)
Depositing User: 202110100311085 nabilazizi
Date Deposited: 13 May 2025 08:16
Last Modified: 13 May 2025 08:16
URI: https://eprints.umm.ac.id/id/eprint/17696

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