Improving EFL Learners’ Affective Skills Through the Use of Digital Game-Based Learning

This research explores how digital game-based learning models work in EFL classrooms to develop affective competencies among learners and evaluates their effectiveness. The research also investigates the obstacles that emerged during its execution. The main objective of the game-based intervention was to develop affective competencies among students during their English language learning process. The research used classroom action research to study 36 high school students in Surabaya through interviews and questionnaires. The research shows that digital games in classroom teaching boost student affective engagement while making learning more enjoyable and motivating. The research indicates that game selection remains challenging because it requires matching games to instructional targets, and teachers need specialized training to execute the approach effectively. The research findings offer essential knowledge to educational institutions and teachers about digital games as tools to enhance emotional student involvement in language education and improve academic quality.

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Publication Details

Journal
Education and Human Development Journal
Published
2025-04-30
DOI
https://doi.org/10.33086/ehdj.v10i1.7234
Primary Topic
Aging, Health, and Disability
Type
article
Field-Weighted Citation Impact
0.00
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article

Improving EFL Learners’ Affective Skills Through the Use of Digital Game-Based Learning

Education and Human Development Journal
Aging, Health, and Disability
article

Improving EFL Learners’ Affective Skills Through the Use of Digital Game-Based Learning

article en

Abstract

This research explores how digital game-based learning models work in EFL classrooms to develop affective competencies among learners and evaluates their effectiveness. The research also investigates the obstacles that emerged during its execution. The main objective of the game-based intervention was to develop affective competencies among students during their English language learning process. The research used classroom action research to study 36 high school students in Surabaya through interviews and questionnaires. The research shows that digital games in classroom teaching boost student affective engagement while making learning more enjoyable and motivating. The research indicates that game selection remains challenging because it requires matching games to instructional targets, and teachers need specialized training to execute the approach effectively. The research findings offer essential knowledge to educational institutions and teachers about digital games as tools to enhance emotional student involvement in language education and improve academic quality.

Education and Human Development JournalVol. 10(1)
Universitas PGRI Semarang (ID), Universitas PGRI Adi Buana Surabaya
Quality Education
Openalex Percentile: Top 37%
Aging, Health, and Disability
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Improving EFL Learners’ Affective Skills Through the Use of Digital Game-Based Learning · Education and Human Development Journal (2025) | TGRS Research Map | TGRS