The Effect of Gamefied Instruction on Vocabulary and Motivation on Students at South Nias

Background: Gamified instruction is a challenging solution to problems in students’ vocabulary and motivation in rural areas like South Nias. This study aims to determine the effect of gamified instruction on students’ vocabulary ability and motivation. Methodology: The aims of this study were achieved by implementing a mixed research method (qualitative and quantitative). The experimental research design was used to determine the effect of treatment on vocabulary ability; however, a questionnaire and semi-structured interview were delivered to the experimental students. The sample of this study is 60 students. Findings: After analyzing the data, it is shown that the experimental group positively affects students’ motivation. The control group has a higher motivation but is not significant in their vocabulary achievement. In addition to that significant effect on experimental vocabulary achievement. Gamified instruction can be concluded as an efficient strategy to achieve learning goals. Conclusion: Gamified instruction can be an alternative solution for English teachers to improve student vocabulary and motivation to learn English as a foreign language. Originality: Most of the current studies focus on online media (platforms) and less research investigates vocabulary and students' motivation.

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Publication Details

Journal
Script Journal Journal of Linguistic and English Teaching
Published
2025-04-29
DOI
https://doi.org/10.24903/sj.v10i1.1873
Primary Topic
Educational Methods and Media Use
Type
article
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article

The Effect of Gamefied Instruction on Vocabulary and Motivation on Students at South Nias

Ahmed Halawa, Kammer Tuahman Sipayung
Script Journal Journal of Linguistic and English Teaching
Educational Methods and Media Use
article

The Effect of Gamefied Instruction on Vocabulary and Motivation on Students at South Nias

Ahmed Halawa, Kammer Tuahman Sipayung
article en

Abstract

Background: Gamified instruction is a challenging solution to problems in students’ vocabulary and motivation in rural areas like South Nias. This study aims to determine the effect of gamified instruction on students’ vocabulary ability and motivation. Methodology: The aims of this study were achieved by implementing a mixed research method (qualitative and quantitative). The experimental research design was used to determine the effect of treatment on vocabulary ability; however, a questionnaire and semi-structured interview were delivered to the experimental students. The sample of this study is 60 students. Findings: After analyzing the data, it is shown that the experimental group positively affects students’ motivation. The control group has a higher motivation but is not significant in their vocabulary achievement. In addition to that significant effect on experimental vocabulary achievement. Gamified instruction can be concluded as an efficient strategy to achieve learning goals. Conclusion: Gamified instruction can be an alternative solution for English teachers to improve student vocabulary and motivation to learn English as a foreign language. Originality: Most of the current studies focus on online media (platforms) and less research investigates vocabulary and students' motivation.

Script Journal Journal of Linguistic and English TeachingVol. 10(1)
University of HKBP Nommensen (ID)
Openalex Percentile: Top 88%
Educational Methods and Media Use
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The Effect of Gamefied Instruction on Vocabulary and Motivation on Students at South Nias — Ahmed Halawa, Kammer Tuahman Sipayung · Script Journal Journal of Linguistic and English Teaching (2025) | TGRS Research Map | TGRS