Implementation of gamification in english classroom to enhance students’ vocabulary knowledge
Year: 2024
Type: article
Abstract: The lack of vocabulary knowledge among students has emerged as a significant challenge in language learning, affecting their ability to grasp lessons, understand instructions, and communicate effectively. This issue was particularly evident among 11th and 12th-grade students at a private school in Banten, Indonesia. Recognizing the teacher's role as a guide in the classroom, the researchers implemented gamification in the teaching and learning process to address this problem. This study aims to explore the effects of gamification on enhancing students' vocabulary knowledge. Utilizing a qualitative descriptive method, the research findings indicate that the implementation of gamification positively influences students' vocabulary acquisition, leading to improved language abilities. These results suggest that incorporating gamification into the curriculum can be an effective strategy for addressing vocabulary deficiencies.
Authors: Lidya Ocktaviani, Michael Recard, Rob Amery
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: diamond
Funder: Universitas Pelita Harapan
OpenAlex ID: W4402010724
