Effects of gamification on esl students’ communicative competence at SMK Pekan Telipok

The present study aims at finding out how the integration of gamification influences the ESL learners’ communicative competence in SMK Pekan Telipok, Sabah. This study sought to establish the effects of gamification; specifically, Role-Play and Charades on students’ engagement, motivation, and langu...

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Main Authors: Nur Fatihah Som, Megawati Soekarno
Format: Article
Language:English
English
Published: Penerbit UMS 2024
Subjects:
Online Access:https://eprints.ums.edu.my/id/eprint/42131/1/ABSTRACT.pdf
https://eprints.ums.edu.my/id/eprint/42131/2/FULL%20TEXT.pdf
https://eprints.ums.edu.my/id/eprint/42131/
https://doi.org/10.51200/ijelp.v7i1.5398
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spelling my.ums.eprints.421312024-12-06T05:21:18Z https://eprints.ums.edu.my/id/eprint/42131/ Effects of gamification on esl students’ communicative competence at SMK Pekan Telipok Nur Fatihah Som Megawati Soekarno LB1025-1050.75 Teaching (Principles and practice) PE1001-1693 Modern English The present study aims at finding out how the integration of gamification influences the ESL learners’ communicative competence in SMK Pekan Telipok, Sabah. This study sought to establish the effects of gamification; specifically, Role-Play and Charades on students’ engagement, motivation, and language acquisition than conventional ESL teaching approaches. Using a pretest and posttest with 40 Form Four students, the researcher randomly assigned students to an experimental and a control group. The data was collected by means of observation, pre and post-tests, and semi-structured interviews. Based on the study, students in the experimental group who were exposed to gamified learning had a significantly enhanced level of learners’ engagement and communicative competence compared to students in the control group. The experimental group had a significant gain in fluency, accuracy, and interaction, thus supporting the use of gamification in language learning. Students of both high and low proficiency levels showed positive feedback during the interviews; the students enjoyed the gamified activities and felt less anxious and more motivated. The finding of this study indicates that the incorporation of gamification in ESL teaching and learning can enhance the learning process and bring better results. The findings of the study also have implications for curriculum, teacher education, and policy change that point to the need for new classroom practices that address the learners’ variability. Penerbit UMS 2024 Article NonPeerReviewed text en https://eprints.ums.edu.my/id/eprint/42131/1/ABSTRACT.pdf text en https://eprints.ums.edu.my/id/eprint/42131/2/FULL%20TEXT.pdf Nur Fatihah Som and Megawati Soekarno (2024) Effects of gamification on esl students’ communicative competence at SMK Pekan Telipok. International Journal of e-Learning Practices, 7 (1). pp. 1-10. ISSN 2289-4926 https://doi.org/10.51200/ijelp.v7i1.5398
institution Universiti Malaysia Sabah
building UMS Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Sabah
content_source UMS Institutional Repository
url_provider http://eprints.ums.edu.my/
language English
English
topic LB1025-1050.75 Teaching (Principles and practice)
PE1001-1693 Modern English
spellingShingle LB1025-1050.75 Teaching (Principles and practice)
PE1001-1693 Modern English
Nur Fatihah Som
Megawati Soekarno
Effects of gamification on esl students’ communicative competence at SMK Pekan Telipok
description The present study aims at finding out how the integration of gamification influences the ESL learners’ communicative competence in SMK Pekan Telipok, Sabah. This study sought to establish the effects of gamification; specifically, Role-Play and Charades on students’ engagement, motivation, and language acquisition than conventional ESL teaching approaches. Using a pretest and posttest with 40 Form Four students, the researcher randomly assigned students to an experimental and a control group. The data was collected by means of observation, pre and post-tests, and semi-structured interviews. Based on the study, students in the experimental group who were exposed to gamified learning had a significantly enhanced level of learners’ engagement and communicative competence compared to students in the control group. The experimental group had a significant gain in fluency, accuracy, and interaction, thus supporting the use of gamification in language learning. Students of both high and low proficiency levels showed positive feedback during the interviews; the students enjoyed the gamified activities and felt less anxious and more motivated. The finding of this study indicates that the incorporation of gamification in ESL teaching and learning can enhance the learning process and bring better results. The findings of the study also have implications for curriculum, teacher education, and policy change that point to the need for new classroom practices that address the learners’ variability.
format Article
author Nur Fatihah Som
Megawati Soekarno
author_facet Nur Fatihah Som
Megawati Soekarno
author_sort Nur Fatihah Som
title Effects of gamification on esl students’ communicative competence at SMK Pekan Telipok
title_short Effects of gamification on esl students’ communicative competence at SMK Pekan Telipok
title_full Effects of gamification on esl students’ communicative competence at SMK Pekan Telipok
title_fullStr Effects of gamification on esl students’ communicative competence at SMK Pekan Telipok
title_full_unstemmed Effects of gamification on esl students’ communicative competence at SMK Pekan Telipok
title_sort effects of gamification on esl students’ communicative competence at smk pekan telipok
publisher Penerbit UMS
publishDate 2024
url https://eprints.ums.edu.my/id/eprint/42131/1/ABSTRACT.pdf
https://eprints.ums.edu.my/id/eprint/42131/2/FULL%20TEXT.pdf
https://eprints.ums.edu.my/id/eprint/42131/
https://doi.org/10.51200/ijelp.v7i1.5398
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score 13.223943