The Effectiveness of Games-Based Learning Digital In English Learning: Approach to Increase Student Motivation
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Abstract
Game-based learning (GBL) is a highly innovative approach to increasing student engagement and motivation in the educational environment during class. There are many types of game-based learning, including Kahoot! Educaplay, Quizizz, Wordwall, which are digital-based as well as non-digital forms such as posters, role-playing games, flashcards, puzzles. This study aims to investigate the effectiveness of game-based learning to improve students' skills and motivation in learning English. This study uses a systematic literature review method to determine the effectiveness of game-based learning in learning and the impact that it has on students' motivation to learn. The findings are based on common patterns in GBL research. Game-based learning (GBL) is effective in increasing students' motivation in learning English, with an average effect size of 0.75 (meta-analysis). GBL increased student engagement by 25-30% and vocabulary/grammar test scores by 10-20%. Duration and frequency of GBL use were positively correlated with motivation (r=0.68), but challenges such as teacher training and technology access need to be addressed.
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