The Effect of Using Gamification In English Learning At SMA Negeri 5 Takalar

This study investigates the effectiveness of the Gamification strategy in enhancing reading comprehension among Grade 11 students at SMA Negeri 5 Takalar. As innovative, student-centered approaches become increasingly urgent in modern education, this research offers empirical insight into the application of gamification in language learning. A quasi-experimental quantitative design was employed, involving 30 purposively selected students. Data were collected through pre- and post-tests administered to both experimental and control groups. Results show a substantial improvement in the experimental group’s reading scores (from 50.53 to 89.20), compared to the control group (from 48.53 to 64.93). Statistical analysis revealed a significant difference (p = 0.000 < 0.05), and the effect size of 2.3 indicates a strong impact. These findings demonstrate that the Gamification strategy significantly improves reading comprehension and contributes to the development of engaging, effective English learning practices in secondary education.

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Publication Details

Journal
Journal of Computer Interaction in Education (JCIE)
Published
2025-06-30
DOI
https://doi.org/10.56983/jcie.v8i1.1005
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

The Effect of Using Gamification In English Learning At SMA Negeri 5 Takalar

Erwin Akib, Hasnawati Latief, Nur Irfani
Journal of Computer Interaction in Education (JCIE)
Educational Methods and Media Use
article

The Effect of Using Gamification In English Learning At SMA Negeri 5 Takalar

Erwin Akib, Hasnawati Latief, Nur Irfani
article en

Abstract

This study investigates the effectiveness of the Gamification strategy in enhancing reading comprehension among Grade 11 students at SMA Negeri 5 Takalar. As innovative, student-centered approaches become increasingly urgent in modern education, this research offers empirical insight into the application of gamification in language learning. A quasi-experimental quantitative design was employed, involving 30 purposively selected students. Data were collected through pre- and post-tests administered to both experimental and control groups. Results show a substantial improvement in the experimental group’s reading scores (from 50.53 to 89.20), compared to the control group (from 48.53 to 64.93). Statistical analysis revealed a significant difference (p = 0.000 < 0.05), and the effect size of 2.3 indicates a strong impact. These findings demonstrate that the Gamification strategy significantly improves reading comprehension and contributes to the development of engaging, effective English learning practices in secondary education.

Journal of Computer Interaction in Education (JCIE)Vol. 8(1)
Muhammadiyah University of Makassar (ID)
Openalex Percentile: Top 67%
Educational Methods and Media Use
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