GAMIFIED VOCABULARY LEARNING THROUGH GIMKIT: EVIDENCE FROM AN INDONESIAN SECONDARY SCHOOL

Vocabulary retention is a persistent challenge for beginner EFL learners. This classroom action research investigated the effectiveness of Gimkit, a digital game-based learning tool, in improving vocabulary mastery among seventh-grade students at UPTD SMPN 2 Kisaran. The study was conducted over two action-research cycles based on the Kemmis and McTaggart (1988) model and involved 32 students from class VII-9 who had low initial vocabulary scores. Data were gathered through vocabulary tests and student interviews. The results demonstrated a notable improvement in mastery: only 18.75% of students passed the minimum criterion in the pre-test, which increased to 46.87% in Cycle 1 and 90.6% in Cycle 2. The integration of visual aids and the use of Gimkit’s rematch feature in Cycle 2 enhanced student engagement and memory retention. Interviews indicated that students found the learning process more enjoyable and motivating. Nonetheless, some learners continued to experience difficulties in vocabulary retention due to external factors such as health issues and personal challenges. These findings highlight the potential of Gimkit as an effective and engaging digital tool to support vocabulary acquisition in EFL classrooms, particularly at the beginner level.

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Publication Details

Journal
ELP (Journal of English Language Pedagogy)
Published
2025-06-25
DOI
https://doi.org/10.36665/elp.v10i2.1059
Primary Topic
Technology-Enhanced Education Studies
Type
article
Field-Weighted Citation Impact
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article

GAMIFIED VOCABULARY LEARNING THROUGH GIMKIT: EVIDENCE FROM AN INDONESIAN SECONDARY SCHOOL

Rahma Yunita Ansi, Erlis Saputra, Endang Dorisday Sitorus
ELP (Journal of English Language Pedagogy)
Technology-Enhanced Education Studies
article

GAMIFIED VOCABULARY LEARNING THROUGH GIMKIT: EVIDENCE FROM AN INDONESIAN SECONDARY SCHOOL

Rahma Yunita Ansi, Erlis Saputra, Endang Dorisday Sitorus
article en

Abstract

Vocabulary retention is a persistent challenge for beginner EFL learners. This classroom action research investigated the effectiveness of Gimkit, a digital game-based learning tool, in improving vocabulary mastery among seventh-grade students at UPTD SMPN 2 Kisaran. The study was conducted over two action-research cycles based on the Kemmis and McTaggart (1988) model and involved 32 students from class VII-9 who had low initial vocabulary scores. Data were gathered through vocabulary tests and student interviews. The results demonstrated a notable improvement in mastery: only 18.75% of students passed the minimum criterion in the pre-test, which increased to 46.87% in Cycle 1 and 90.6% in Cycle 2. The integration of visual aids and the use of Gimkit’s rematch feature in Cycle 2 enhanced student engagement and memory retention. Interviews indicated that students found the learning process more enjoyable and motivating. Nonetheless, some learners continued to experience difficulties in vocabulary retention due to external factors such as health issues and personal challenges. These findings highlight the potential of Gimkit as an effective and engaging digital tool to support vocabulary acquisition in EFL classrooms, particularly at the beginner level.

ELP (Journal of English Language Pedagogy)Vol. 10(2)
Metrogiprotrans (Russia) (RU), ARS University
Openalex Percentile: Top 84%
Technology-Enhanced Education Studies
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