Main Article Content
Abstract
Digital Game-based learning has been investigated to find the effective teaching strategy and media. However, little empirical evidence addresses how Bamboozle, a web-based game app, promotes language learners' behavioral, affective, social, and cognitive engagement. This study utilized an exploratory case study; seventy-eight EFL students participated in a gamified online course using Bamboozle. They were selected by cluster random sampling technique. This study revealed that the participants were engaged and actively involved in the teaching and learning process. In addition, it is found that students' engagement increased and they were motivated to learn interactive speaking. As the results showed that the students enjoyed the learning process, they were motivated. The students were involved in active participation and discussions. In addition, they were active in collaborative projects. According to the findings, the majority of students have a good opinion of the concept of Bamboozle as a game-based application. The participants were posted in three categories, namely: the highly engaged, the moderately engaged, and the lowly engaged. The higher they engage the better performance that they have in learning English, especially Interactive speaking. The findings suggest the utilization of digital game-based in EFL classrooms should focus more on critical thinking and problem-solving techniques. The implication extends to the broader context of EFL education in a higher learning context, highlighting the integration of Bamboozle as a game-based application to enhance the student’s motivation, and engagement and help to more easily understand the lesson.
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Article Details
Copyright (c) 2024 Nur Aeni, Sahril Nur, Sunarlia Limbong, Muhammad Yunus
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi-BerbagiSerupa 4.0 Internasional.
References
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- Ahmed, A. A. A., Ampry, E. S., Komariah, A., Hassan, I., Thahir, I., Hussein Ali, M., ... & Zafarani, P. (2022). Investigating the effect of using game-based learning on EFL learners’ motivation and anxiety. Education Research International, 2022. https://doi.org/10.1155/2022/6503139
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- Ozguzel, S. (2020). Evaluation and identification of barriers to tourism in islamic countries. Journal of Social Sciences and Humanities Research, 8(3), 61-68.
- Panahandeh, M., & Chalak, A. (2020). Role of Gamification in Doing Homework by Iranian EFL Learners. Journal of Studies in Learning and Teaching English, 9(1), 79-95.
- Patra, I., Shanmugam, N., Ismail, S. M., & Mandal, G. (2022). An Investigation of EFL Learners’ Vocabulary Retention and Recall in a Technology-Based Instructional Environment: Focusing on Digital Games. Education Research International, 2022. https://doi.org/10.1155/2022/7435477
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- Rahayu, I. R., & Rukmana, D. (2022). The Effect of Game-Based Learning Model Assisted by Bamboozle on the Multiplication Skills Of Elementary School Students. Primary: Jurnal Pendidikan Guru Sekolah Dasar, 11(3), 806–815. https://doi.org/10.33578/jpfkip.v11i3.8964
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- Saud, S., Aeni, N., & Azizah, L. (2023, September). Engaging the EFL students in online class through gamification. In AIP Conference Proceedings (Vol. 2736, No. 1). AIP Publishing.
- Liao, C. H. D., Wu, W. C. V., Gunawan, V., & Chang, T. C. (2024). Using an augmented-reality game-based application to Enhance Language Learning and Motivation of Elementary School EFL students: A comparative study in Rural and Urban Areas. The Asia-Pacific Education Researcher, 33(2), 307-319. https://doi.org/10.1017/S1366728921000353
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- Shirazi, M., Ahmadi, S. D., & Mehrdad, A. G. (2018). The effect of using video games on EFL learners' acquisition of speech acts of apology and request. Theory and Practice in Language Studies, 6(5), 1019.
- Shirmardi, F., Roohani, A., & Jam, B. (2022). Effect of Using a Mobile Game-Based Application on Iranian EFL Learners’ Pronunciation: Exploring their Motivational Perception. Interdisciplinary Studies in English Language Teaching, 1(1), 181-198.
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- Xu, Z., Chen, Z., Eutsler, L., Geng, Z., & Kogut, A. (2020). A scoping review of digital game-based technology on English language learning. Educational Technology Research and Development, 68(3), 877-904.
- Yavuz, F., Ozdemir, E., & Celik, O. (2020). The effect of online gamification on EFL learners’ writing anxiety levels: A process-based approach. World Journal on Educational Technology: Current Issues, 12(2), 62–70. https://doi.org/10.18844/wjet.v12i2.4600
- Yu, Y. T., & Tsuei, M. (2023). The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy. Interactive Learning Environments, 31(10), 6113-6132. https://doi.org/10.1080/10494820.2022.2028855
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References
Abidin, A. (2023). Unveiling the Multifaceted Dance of Distractions: Thumbing Through the On-Screen Distractions Throughout Memrise MALL Experience. REiLA: Journal of Research and Innovation in Language, 5(3), 298-312. https://doi.org/10.31849/reila.v5i3.14297
Aeni, N., Lely Novia, M., & Fitri, N. (2023). Incorporating Secret Door in Teaching Vocabulary for EFL Vocational Secondary School Students inIndonesia. International Research Journal on Advanced Science, 5(1).
Acquah, E. O., & Katz, H. T. (2020). Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review. Computers & Education, 143, 103667.
Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A., & Adipat, B. (2021). Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts. International Journal of Technology in Education, 4(3), 542-552.
Adnan, N. H., Norman, H., & Nordin, N. M. (2020). Instructor-generated hand-drawn 2D animations for ESL vocabulary learning in secondary education. The Asian ESP Journal, 16(1.2), 67-81.
Ahmed, A. A. A., Ampry, E. S., Komariah, A., Hassan, I., Thahir, I., Hussein Ali, M., ... & Zafarani, P. (2022). Investigating the effect of using game-based learning on EFL learners’ motivation and anxiety. Education Research International, 2022. https://doi.org/10.1155/2022/6503139
Aldrich, C. (2020). Short Sims: A Game Changer. CRC Press.
Almusharraf, N. (2023). Incorporation of a game-based approach into the EFL online classrooms: students' perceptions. Interactive Learning Environments, 31(7), 4440-4453. https://doi.org/10.1080/10494820.2021.1969953
Alfaro-Ponce, B., Patiño, A., & Sanabria-Z, J. (2023). Components of computational thinking in citizen science games and its contribution to reasoning for complexity through digital game-based learning: A framework proposal. Cogent Education, 10(1), 2191751.
All, A., Castellar, E. N. P., & Van Looy, J. (2021). Digital Game-Based Learning effectiveness assessment: Reflections on study design. Computers & Education, 167, 104160.
Bal, M. (2019). Use of Digital Games in Writing Education: An Action Research on Gamification. Contemporary Educational Technology, 10(3), 246–271. https://doi.org/10.30935/cet.590005.
Chen, Y. (2023). Integrating a Game-Based App to Enhance Translation Learners' Engagement, Motivation, and Performance. International Journal of Instruction, 16(2).
Dukut, E. M. (2019). Popularizing Indonesian scenes through picturebooks and digital animation software: a World Englishes teaching idea. Asian Englishes, 21(2), 142-157. https://doi.org/10.1080/13488678.2018.1459071
El Tantawi, M., Sadaf, S., & AlHumaid, J. (2018). Using gamification to develop academic writing skills in dental undergraduate students. European Journal of Dental Education, 22(1), 15–22.
Fredricks, J. A., & McColskey, W. (2012). The measurement of student engagement: A comparative analysis of various methods and student self-report instruments. In Handbook of research on student engagement (pp. 763–782). Springer.
Ghobadi, S., Shahrokhi, M., & Abedi, A. (2021). Impact of else game-based English vocabulary learning app on iranian efl exceptional students’ vocabulary learning: efl professionals and computer experts’ evaluation in focus. Journal of Language and Translation, 11(2), 149-173.
Hendren, K., Newcomer, K., Pandey, S. K., Smith, M., & Sumner, N. (2023). How qualitative research methods can be leveraged to strengthen mixed methods research in public policy and public administration? Public Administration Review, 83(3), 468-485.
Hung, C. Y., Sun, J. C. Y., & Liu, J. Y. (2019). Effects of flipped classrooms integrated with MOOCs and game-based learning on the learning motivation and outcomes of students from different backgrounds. Interactive Learning Environments, 27(8), 1028-1046.
Kyewski, E., & Krämer, N. C. (2018). To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers & Education, 118, 25–37
Lam, Y. W., Hew, K. F., & Chiu, K. F. (2018). Improving argumentative writing: Effects of a blended learning approach and gamification. Language Learning & Technology, 22(1), 97–118.
Li, P., & Lan, Y. J. (2022). Digital language learning (DLL): Insights from behavior, cognition, and the brain. Bilingualism: Language and Cognition, 25(3), 361-378. https://doi.org/10.1016/j.compedu.2022.104518
Mahayanti, N. W. S., Kusuma, I. P. I., & Wibawa, S. (2020). Digital Game–Based Learning in EFL: Its effect on young learners’ self-regulated learning. The Asian ESP Journal, 5, 5-30.
Mukaromah, D., Mutoharoh, A., Pramudwiatmoko, A., Tsutoh, S., Gutmann, G., Konagaya, A., ... & Cahyono, T. D. (2019). Digital quiz as media to review material for English education students. Script Journal: Journal of Linguistic and English Teaching, 4(2), 88-100.
Ozguzel, S. (2020). Evaluation and identification of barriers to tourism in islamic countries. Journal of Social Sciences and Humanities Research, 8(3), 61-68.
Panahandeh, M., & Chalak, A. (2020). Role of Gamification in Doing Homework by Iranian EFL Learners. Journal of Studies in Learning and Teaching English, 9(1), 79-95.
Patra, I., Shanmugam, N., Ismail, S. M., & Mandal, G. (2022). An Investigation of EFL Learners’ Vocabulary Retention and Recall in a Technology-Based Instructional Environment: Focusing on Digital Games. Education Research International, 2022. https://doi.org/10.1155/2022/7435477
Partovi, T., & Razavi, M. R. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning and Motivation, 68(August), 101592. https://doi.org/10.1016/j.lmot.2019.101592.
Philpott, A., & Son, J.-B. (2022). Quest-based learning and motivation in an EFL context. Computer Assisted Language Learning, 1–25.
Rahayu, I. R., & Rukmana, D. (2022). The Effect of Game-Based Learning Model Assisted by Bamboozle on the Multiplication Skills Of Elementary School Students. Primary: Jurnal Pendidikan Guru Sekolah Dasar, 11(3), 806–815. https://doi.org/10.33578/jpfkip.v11i3.8964
Rivera, E. S., & Garden, C. L. P. (2021). Gamification for student engagement: a framework. Journal of further and higher education, 45(7), 999-1012. DOI: 10.1080/0309877X.2021.1875201
Saud, S., Aeni, N., & Azizah, L. (2022). Leveraging Quizzes and Bamboozles to Engage EFL Students in Online Classes. International Journal of Language Education, 6(2), 169–182. https://doi.org/10.26858/ijole.v6i2.24301
Saud, S., Aeni, N., & Azizah, L. (2023, September). Engaging the EFL students in online class through gamification. In AIP Conference Proceedings (Vol. 2736, No. 1). AIP Publishing.
Liao, C. H. D., Wu, W. C. V., Gunawan, V., & Chang, T. C. (2024). Using an augmented-reality game-based application to Enhance Language Learning and Motivation of Elementary School EFL students: A comparative study in Rural and Urban Areas. The Asia-Pacific Education Researcher, 33(2), 307-319. https://doi.org/10.1017/S1366728921000353
Schunn, C., Godley, A., & DeMartino, S. (2019). The reliability and validity of peer review of writing in high school AP English classes. Journal of Adolescent & Adult Literacy, 60(1), 13–23.
Shirazi, M., Ahmadi, S. D., & Mehrdad, A. G. (2018). The effect of using video games on EFL learners' acquisition of speech acts of apology and request. Theory and Practice in Language Studies, 6(5), 1019.
Shirmardi, F., Roohani, A., & Jam, B. (2022). Effect of Using a Mobile Game-Based Application on Iranian EFL Learners’ Pronunciation: Exploring their Motivational Perception. Interdisciplinary Studies in English Language Teaching, 1(1), 181-198.
Tsai, Y., Lin, C., Hong, J., & Tai, K. (2018). The effects of metacognition on online learning interest and continuance to learn with MOOCs. Computers & Education, 121, 18–29.
Wijayanto, P. W., Barlian, Y. A., & Nurbani, S. (2023). Exploring Needs in English Learning Materials for Visual Communication Design Students and Graduates: A Mixed-Methods Approach. REiLA: Journal of Research and Innovation in Language, 5(2), 115-127.
Xu, Z., Chen, Z., Eutsler, L., Geng, Z., & Kogut, A. (2020). A scoping review of digital game-based technology on English language learning. Educational Technology Research and Development, 68(3), 877-904.
Yavuz, F., Ozdemir, E., & Celik, O. (2020). The effect of online gamification on EFL learners’ writing anxiety levels: A process-based approach. World Journal on Educational Technology: Current Issues, 12(2), 62–70. https://doi.org/10.18844/wjet.v12i2.4600
Yu, Y. T., & Tsuei, M. (2023). The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy. Interactive Learning Environments, 31(10), 6113-6132. https://doi.org/10.1080/10494820.2022.2028855
Zhao, D., Muntean, C. H., Chis, A. E., Rozinaj, G., & Muntean, G. M. (2022). Game-based learning: enhancing student experience, knowledge gain, and usability in higher education programming courses. IEEE Transactions on Education, 65(4), 502-513.