Gamification in GENYO e-Learning: Exploring Student Motivation and Challenges in English Language Instruction

Background and Aim: Gamification is widely recognized for enhancing student motivation. However, some educators sidestep it due to time constraints, insufficient technical skills, and challenges in selecting and integrating suitable games for teaching. Hence, this study explores the motivation and challenges in English language instruction. Materials and Methods: Using a qualitative, single-case study design, data were collected from eight (8) participants through semi-structured interviews and thoroughly analyzed using thematic analysis. Results: The findings reveal that students used Hangmoon, Memory Match, Crossword, and Triviatron in the GENYO e-learning platform, finding these games entertaining and educational. They appreciated the ease of access and how the games sparked their curiosity. Despite technical challenges, such as poor internet connectivity, malfunctioning IT equipment, forgotten login credentials, inaccessible links, and power outages, and complex game instructions, students adopted coping strategies, including adapting to technical difficulties, seeking support, and ensuring stable connectivity. Conclusion: The study concluded that a variety of games in the learning process enhances interactivity and engagement and sparks curiosity. Finally, this study underscored that gamification fosters a more dynamic and interactive classroom environment.

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Publication Details

Journal
Journal of Education and Learning Reviews
Published
2025-04-15
DOI
https://doi.org/10.60027/jelr.2025.1335
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
6.89
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article

Gamification in GENYO e-Learning: Exploring Student Motivation and Challenges in English Language Instruction

Genesis Naparan, Aris Pet Angeli Suarez, Mark William Aranas, John Mark Sayson et al.
2 citations
Journal of Education and Learning Reviews
Educational Games and Gamification
6.89
article

Gamification in GENYO e-Learning: Exploring Student Motivation and Challenges in English Language Instruction

Genesis Naparan, Aris Pet Angeli Suarez, Mark William Aranas, John Mark Sayson, Alfer Hope Ramo
article en
2 citations

Abstract

Background and Aim: Gamification is widely recognized for enhancing student motivation. However, some educators sidestep it due to time constraints, insufficient technical skills, and challenges in selecting and integrating suitable games for teaching. Hence, this study explores the motivation and challenges in English language instruction. Materials and Methods: Using a qualitative, single-case study design, data were collected from eight (8) participants through semi-structured interviews and thoroughly analyzed using thematic analysis. Results: The findings reveal that students used Hangmoon, Memory Match, Crossword, and Triviatron in the GENYO e-learning platform, finding these games entertaining and educational. They appreciated the ease of access and how the games sparked their curiosity. Despite technical challenges, such as poor internet connectivity, malfunctioning IT equipment, forgotten login credentials, inaccessible links, and power outages, and complex game instructions, students adopted coping strategies, including adapting to technical difficulties, seeking support, and ensuring stable connectivity. Conclusion: The study concluded that a variety of games in the learning process enhances interactivity and engagement and sparks curiosity. Finally, this study underscored that gamification fosters a more dynamic and interactive classroom environment.

Journal of Education and Learning ReviewsVol. 2(3)
Southern Luzon State University (PH), Saint Mary's University (PH), Columban College
Openalex Percentile: Top 4%
Educational Games and Gamification
6.89
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