Gamification in GENYO e-Learning: Exploring Student Motivation and Challenges in English Language Instruction
Year: 2025
Type: article
Abstract: Background and Aim: Gamification is widely recognized for enhancing student motivation. However, some educators sidestep it due to time constraints, insufficient technical skills, and challenges in selecting and integrating suitable games for teaching. Hence, this study explores the motivation and challenges in English language instruction. Materials and Methods: Using a qualitative, single-case study design, data were collected from eight (8) participants through semi-structured interviews and thoroughly analyzed using thematic analysis. Results: The findings reveal that students used Hangmoon, Memory Match, Crossword, and Triviatron in the GENYO e-learning platform, finding these games entertaining and educational. They appreciated the ease of access and how the games sparked their curiosity. Despite technical challenges, such as poor internet connectivity, malfunctioning IT equipment, forgotten login credentials, inaccessible links, and power outages, and complex game instructions, students adopted coping strategies, including adapting to technical difficulties, seeking support, and ensuring stable connectivity. Conclusion: The study concluded that a variety of games in the learning process enhances interactivity and engagement and sparks curiosity. Finally, this study underscored that gamification fosters a more dynamic and interactive classroom environment.
Institution: Saint Columban College
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: hybrid
OpenAlex ID: W4409460661
