Applying Gamification to Enhance Students’ English Learning Motivation of the Management Study Program in UIN Alauddin Makassar
A Descriptive Study
- DOI
- 10.2991/978-2-38476-394-8_31How to use a DOI?
- Keywords
- Gamification; Enhance; English; Learning Motivation
- Abstract
An intensive English teaching program had been implemented for all academic majors in UIN Alauddin Makassar. In this case, the Management study program had been given teaching treatment in 16 meetings. Those meetings not only implemented conventional teaching practices but also implemented gamification to discover students’ learning English motivation in those classroom contexts. There were six kinds of gamification that had been implemented situationally, such as Quizizz, HotSeat, Word Wall, Time Bomb, and Flash Card. The study aims to 1) Assess the impact of gamification on students’ motivation in English language learning. 2) Provide recommendations for educators on how to effectively implement gamification in English teaching. This study has employed a descriptive quantitative research design which used survey to collect research data. The survey targeted 35 students selected as samples from the class to assess the impact of gamification on their autonomy, relatedness, and competence in English language learning. The survey instrument consisted of 30 Likert-scale statements designed to gauge students’ learning motivation quantitatively. Data analysis was carried out using Microsoft Excel and SPSS version 25 to transform numerical data into informative charts and graphs. The result of this research demonstrated that the feedback of 35 students regarding the impact of gamification on enhancing their learning motivation in English class. The results of this research indicated that gamification significantly boosts students’ motivation to learn English in three key areas: active participation, collaboration and competition among students, and overall English proficiency within a gamified learning environment.
- Copyright
- © 2025 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Nurfajri Ningsih AU - Abidin Pammu AU - Kamsinah AU - Harlinah Sahib AU - Patur Rahman PY - 2025 DA - 2025/05/19 TI - Applying Gamification to Enhance Students’ English Learning Motivation of the Management Study Program in UIN Alauddin Makassar BT - Proceedings of The 5th International Conference on Linguistics and Cultural Studies 5 (ICLC-5 2024) PB - Atlantis Press SP - 267 EP - 280 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-394-8_31 DO - 10.2991/978-2-38476-394-8_31 ID - Ningsih2025 ER -