Exploring Non-Digital Gamification in English Education: Insights from a Middle School Study

This study explores the use of non-digital games in English language learning, an area less explored compared to digital gamification methods. It examines how non-technological games engage both teachers and students in a middle school context in Pontianak, Indonesia. The case study involved 34 middle school students and their teacher at a private school, with data collected through observation and interviews conducted after two weeks. An inductive thematic analysis was used to examine the data. The findings showed notable improvements in students' English proficiency, alongside increased collaboration. However, challenges such as knowledge gaps were observed. The study concludes that non-digital games, when designed to align with learning goals and engage students' interests, can effectively support language acquisition. The research encourages educators to experiment with non-digital gamification techniques and apply differentiated instruction strategies to enhance classroom outcomes.

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Institutions

Publication Details

Journal
Journal of English Language and Education
Published
2025-02-06
DOI
https://doi.org/10.31004/jele.v10i1.669
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
Controls
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article

Exploring Non-Digital Gamification in English Education: Insights from a Middle School Study

Tetty Novitasari Simbolon
1 citations
Journal of English Language and Education
Educational Games and Gamification
3.44
article

Exploring Non-Digital Gamification in English Education: Insights from a Middle School Study

Tetty Novitasari Simbolon
article en
1 citations

Abstract

This study explores the use of non-digital games in English language learning, an area less explored compared to digital gamification methods. It examines how non-technological games engage both teachers and students in a middle school context in Pontianak, Indonesia. The case study involved 34 middle school students and their teacher at a private school, with data collected through observation and interviews conducted after two weeks. An inductive thematic analysis was used to examine the data. The findings showed notable improvements in students' English proficiency, alongside increased collaboration. However, challenges such as knowledge gaps were observed. The study concludes that non-digital games, when designed to align with learning goals and engage students' interests, can effectively support language acquisition. The research encourages educators to experiment with non-digital gamification techniques and apply differentiated instruction strategies to enhance classroom outcomes.

Journal of English Language and EducationVol. 10(1)
Universitas Muhammadiyah Pontianak (ID)
Quality Education
Openalex Percentile: Top 8%
Educational Games and Gamification
3.44
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