The effects of gamification in Business English classes on the motivation and engagement of Management study program students

This study explores the impact of gamification on the motivation and engagement of first- semester students of English course. The research involved 71 undergraduate students of Management Program, University of Merdeka Malang, who participated in a series of gamified activities, including digital quizzes and role-play simulations. Data were collected through pre- and post-intervention surveys based on Keller’s ARCS model, classroom observations, and attendance/activity records. Results showed a significant increase in students’ motivation across all four dimensions of the ARCS model, Attention, Relevance, Confidence, and Satisfaction (p < 0.05), after the introduction of gamification. Students reported higher levels of interest, enthusiasm, and willingness to participate, with a noticeable improvement in engagement and classroom dynamics. The findings suggest that gamification effectively enhances language learning by making it more interactive, enjoyable, and relevant to real-world business contexts. The study highlights the potential of gamification to increase student engagement and motivation in higher education, especially in Business English courses, without replacing traditional teaching methods. It is recommended that educators integrate gamification thoughtfully to complement existing pedagogical practices and improve learning outcomes.

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Publication Details

Journal
EnJourMe (English Journal of Merdeka)
Published
2025-07-30
DOI
https://doi.org/10.26905/enjourme.v10i1.15714
Primary Topic
Educational Games and Gamification
Type
article
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article

The effects of gamification in Business English classes on the motivation and engagement of Management study program students

Yasmin Farani, Zizi Nurhikmah
EnJourMe (English Journal of Merdeka)
Educational Games and Gamification
article

The effects of gamification in Business English classes on the motivation and engagement of Management study program students

Yasmin Farani, Zizi Nurhikmah
article en

Abstract

This study explores the impact of gamification on the motivation and engagement of first- semester students of English course. The research involved 71 undergraduate students of Management Program, University of Merdeka Malang, who participated in a series of gamified activities, including digital quizzes and role-play simulations. Data were collected through pre- and post-intervention surveys based on Keller’s ARCS model, classroom observations, and attendance/activity records. Results showed a significant increase in students’ motivation across all four dimensions of the ARCS model, Attention, Relevance, Confidence, and Satisfaction (p < 0.05), after the introduction of gamification. Students reported higher levels of interest, enthusiasm, and willingness to participate, with a noticeable improvement in engagement and classroom dynamics. The findings suggest that gamification effectively enhances language learning by making it more interactive, enjoyable, and relevant to real-world business contexts. The study highlights the potential of gamification to increase student engagement and motivation in higher education, especially in Business English courses, without replacing traditional teaching methods. It is recommended that educators integrate gamification thoughtfully to complement existing pedagogical practices and improve learning outcomes.

EnJourMe (English Journal of Merdeka)Vol. 10(1)
Sunan Kalijaga State Islamic University Yogyakarta (ID), Universitas Merdeka Malang (ID), Institut Agama Islam Negeri Bengkulu (ID), Universitas Islam Malang (ID)
Quality Education
Openalex Percentile: Top 78%
Educational Games and Gamification
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