A Systematic Review on The Implementation of Game-based Learning to Increase EFL Students’ Motivation

Ni Kadek Anggi Cahya Susaniari, Made Hery Santosa

Abstract


This systematic literature review examines the effect of implementing game-based learning on increasing student motivation in learning English as a Foreign Language (EFL). By analyzing eleven relevant articles published between 2017 and 2024, this review identifies the effects of implementing game-based learning. Game-based Learning as an effective strategy for increasing English as a Foreign Language (EFL) students' motivation and learning outcomes. The findings show that Game-based Learning significantly increases student motivation, besides that game-based learning can also improve student vocabulary and academic results. Game-based learning has also been shown to reduce anxiety and support collaborative learning, strengthen relationships between students and teachers, and increase student engagement in learning. Further recommendations for future research in the application of game-based learning should focus on optimizing Game-based Learning for various learning contexts, effective types of games, duration of use, and integration with traditional methods, as well as developing training programs for teachers.


Keywords


EFL; English Learning; Game-based Learning; Students’ Motivation

Full Text:

PDF

References


Ahmadi, D. M. R. (2018). The use of technology in English language learning: A literature review. International Journal of Research in English Education, 3(2), 115–125. https://doi.org/10.29252/ijree.3.2.115

Ahmed, A. A. A., Ampry, E. S., Komariah, A., Hassan, I., Thahir, I., Hussein Ali, M., Fawzi Faisal, A., & Zafarani, P. (2022). Investigating the Effect of Using Game-Based Learning on EFL Learners’ Motivation and Anxiety. Education Research International, 2022. https://doi.org/10.1155/2022/6503139

Chen, Y. C. (2017). Empirical study on the effect of digital game-based instruction on students’ learning motivation and achievement. Eurasia Journal of Mathematics, Science and Technology Education, 13(7), 3177–3187. https://doi.org/10.12973/eurasia.2017.00711a

Emda, A. (2018). Kedudukan motivasi belajar siswa dalam pembelajaran. Lantanida Journal, 5(2), 172. https://doi.org/10.22373/lj.v5i2.2838

Frymier, A. B. (2016). Students’ motivation to learn. Communication and Learning, 92, 377–396. https://doi.org/10.1515/9781501502446-016

Gamlo, N. (2019). The impact of mobile game-based language learning apps on EFL learners’ motivation. English Language Teaching, 12(4), 49. https://doi.org/10.5539/elt.v12n4p49

Huang, A. (2023). The effect of digital game-based learning on motivation for EFL. Journal of Education, Humanities and Social Sciences, 23, 18–22. https://doi.org/10.54097/ehss.v23i.12726

Ilyosovna, N. A. (2024). Importance of the English language in today’s world. International Journal of English Learning & Teaching Skills, 6(2), 22–24. https://doi.org/10.15864/ijelts.6205

Kongprab, T. (2019). Effects of digital game-based learning on vocabulary gain and motivation of Thai upper primary school students. Global Digital Society, 107-125.

Leonangung, A., Saiman, M., & Nasar, I. (2021). Guru dan motivasi belajar siswa sekolah dasar. Jurnal Literasi Pendidikan Dasar, 2(2), 26–30.

Mao, W., Cui, Y., Chiu, M. M., & Lei, H. (2022). Effects of game-based learning on students’ critical thinking: A Meta-Analysis. Journal of Educational Computing Research, 59(8), 1682–1708. https://doi.org/10.1177/07356331211007098

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

Prastiwi, A. D., & Saktiono, M. A. (2023). Developing OCEAN as a game based on English learning in teaching vocabulary. IJET (Indonesian Journal of English Teaching), 12(1), 27–38. https://doi.org/10.15642/ijet2.2023.12.1.27-38

Priyanti, N. W. I., Santosa, M. H., & Dewi, K. S. (2019). Effect of quizizz towards the eleventh-grade English students’ reading comprehension in a mobile learning context. Language and Education Journal Undiksha, 2(2), 71–80. https://doi.org/10.23887/leju.v2i2.20323

Raja, R., & Nagasubramani, P. C. (2018). Impact of modern technology in education. Journal of Applied and Advanced Research, 3, S33–S35. https://doi.org/10.21839/jaar.2018.v3is1.165

Razali, N. H., Ahmad, N. A., Mazlan, N. A., & Abd. Rahman, S. F. (2023). Technology in the English language teaching (ELT): The impact of digital game-based learning. International Journal of Academic Research in Business and Social Sciences, 13(7), 1863–1870. https://doi.org/10.6007/ijarbss/v13-i7/17344

Rodiyah, D. A., Rahayu, P., & Antoni, R. (2016). Motivation in learning listening at second semester of English study program in University Pasir Pengaraian. Jurnal Mahasiswa Prodi Bahasa Inggris UPP, 2(1), 1–11. http://jurnal-u3jpptpwbqyg895xoy_3gnc9bclbzboc

Sabrina, R., Fauzi, & Yamin, M. (2017). Faktor-faktor penyebab rendahnya motivasi belajar siswa dalam proses pembelajaran Matematika di kelas V SD Negeri Garot Geuceu Aceh Besar. Jurnal Ilmiah Mahasiswa Pendidikan Guru Sekolah Dasar, 2(4), 1–23.

Santosa, M. H., & Agustino, E. (2020). E-Learning-mediated Instruction: Preparing innovative and work ready English materials for nursing assistant students. Pedagogy : Journal of English Language Teaching, 8(2), 149. https://doi.org/10.32332/pedagogy.v8i2.2037

Santosa, M., Putra, I. G. P. D. D., & Pratiwi, N. P. A. (2022). Exploring EFL teacher’s and student’s challenges in remote learning context in Tabanan, Bali. IJEE (Indonesian Journal of English Education), 9, 102–119. https://doi.org/10.15408/ijee.v9i1.22744

Sasmita, O. T., Narut, Y. F., & Baci, R. (2020). Peran guru kelas untuk meningkatkan motivasi belajar siswa di Sekolah Dasar. Februari, 1(1), 2721–0294.

Tinambunan, S. R. N., & Orongan, M. J. Q. (2023). Game-based learning on students ’ motivation and academic achievement in science 9. International Journal of Multidisciplinary Research and Development. 10(2), 14-17.

Tsai, C.-H., Cheng, C.-H., Yeh, D.-Y., & Lin, S.-Y. (2017). Can learning motivation predict learning achievement? A case study of a mobile game-based English learning approach. Education and Information Technologies, 22(5), 2159–2173. https://doi.org/10.1007/s10639-016-9542-5

Yieng, C. D. M., & Aziz, A. A. (2022). A systematic literature review on using game-based learning to enhance English vocabulary and spelling for primary school pupils. International Journal of Academic Research in Progressive Education and Development, 11(2). https://doi.org/10.6007/ijarped/v11-i2/14081

Zheng, Y., Zhang, J., Li, Y., Wu, X., Ding, R., Luo, X., Liu, P., & Huang, J. (2024). Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement. Heliyon, 10(1), e23490. https://doi.org/10.1016/j.heliyon.2023.e23490




DOI: https://doi.org/10.31004/jele.v9i6.520

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Ni Kadek Anggi Cahya Susaniari, Made Hery Santosa

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.