Student perception of gamekit in game-based learning: impacts on engagement and motivation in english learning

  • Shofia albukhari 089509391066
Keywords: Game-based Learning, student preception, English Language Learning, Motivation, Engagement, Classroom Action Research

Abstract

Game-based learning through Gamekit has emerged as a significant innovation in English language education. This article explores student perceptions of Gamekit implementation and its impacts on engagement and motivation in English learning at MAN Kota Pasuruan. The investigation reveals how digital game-based learning tools influence student participation, interest, and academic performance. Through comprehensive analysis of student experiences, this study demonstrates that Gamekit implementation provides positive effects on student engagement and motivation in English language learning. The findings contribute to understanding the role of educational technology in enhancing language acquisition processes and student-centered learning approaches. This research offers valuable insights for educators and policymakers considering the integration of game-based learning tools in Islamic educational institutions. Future implementations should consider comprehensive teacher training programs, adequate technical infrastructure development, and ongoing evaluation mechanisms to ensure sustained success. The successful integration of educational technology within Islamic educational contexts provides valuable insights for similar institutional settings.The findings suggest that game-based learning tools like Gamekit can effectively complement traditional educational approaches while respecting cultural and religious values. The positive student responses indicate that technological innovation can enhance educational quality without compromising institutional identity or educational principles

Downloads

Download data is not yet available.

References

Abdul Jabbar, A. I., & Felicia, P. (2020). Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review. Review of Educational Research, 85(4), 740–779. https://doi.org/10.3102/0034654315577210

Adipat, S., Laksana, K., Busayanon, K., Ausawasowan, A., & Adipat, B. (2021). Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts. International Journal of Technology in Education, 4(3), 542–552. https://doi.org/10.46328/ijte.169

Almusharraf, N. (2023). Incorporation of a game-based approach into the EFL online classrooms: students’ perceptions. Interactive Learning Environments, 31(7), 4440–4453. https://doi.org/10.1080/10494820.2021.1969953

Asnadi, I. W. S. W., Ratminingsih, N. M., & Myartawan, I. P. N. W. (2021). Primary Teachers’ and Students’ Perception on the Use of ICT-Based Interactive Game in English Language Teaching. Jpi, 7(1), 2541–7207. https://doi.org/10.23887/jpi-undiksha.v7i1.10963

Avdiu Schabas. (2023). Game-Based Science Learning: What are the Problems with Teachers Practicing It in Class? Assyfa Learning Journal, 1(2), 91–105. https://doi.org/10.61650/alj.v1i2.128

Berns, A., Isla-Montes, J. L., Palomo-Duarte, M., & Dodero, J. M. (2020). Motivation, students’ needs and learning outcomes: a hybrid game-based app for enhanced language learning. SpringerPlus, 5(1), 1–23. https://doi.org/10.1186/s40064-016-2971-1

Byusa, E., Kampire, E., & Mwesigye, A. R. (2022). Game-based learning approach on students’ motivation and understanding of chemistry concepts: A systematic review of literature. Heliyon, 8(5), e09541. https://doi.org/10.1016/j.heliyon.2022.e09541

Cameron, K. E., & Bizo, L. A. (2021). Use of the game-based learning platform KAHOOT! to facilitate learner engagement in animal science students. Research in Learning Technology, 27(1063519), 1–14. https://doi.org/10.25304/rlt.v27.2225

Hidayatullah, H., & Haerazi, H. (2022). Exploring the Use of Various Board Games to Enhance Speaking Skills Viewed from Students’ Phonology Awareness. Journal of Language and Literature Studies, 1(2), 93–102. https://doi.org/10.36312/jolls.v1i2.614

Indah, W., & Rohmana, M. (2020). Immersing Islamic Value in English Language Teaching: A Challenge for English Teachers. Scope : Journal of English Language Teaching, 5(1), 47–50. https://doi.org/10.30998/SCOPE.V5I1.6404

Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of Digital Game-Based Learning on Student Engagement and Motivation. Computers, 12(9). https://doi.org/10.3390/computers12090177

Prasetyaningrum, A., Asrobi, M., Surayya, S. A., & Maysuroh, S. (2023). Grammar Learning Strategies Applied by English Foreign Language Students. Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP, 10(1), 26. https://doi.org/10.33394/jo-elt.v10i1.7168

Purtanto, C. A., Wahyuningtyas, R. T., & Rohmana, W. I. M. (2023). Challenges in Teaching English Literature: A Teacher’s Perspective. Jurnal JOEPALLT (Journal of English Pedagogy, Linguistics, Literature, and Teaching), 11(1), 59. https://doi.org/10.35194/jj.v11i1.2773

Rizqi Hidayat, M. Y., Leonic Franchsicha, E. M., & Mala Rohmana, W. I. (2023). The Implementation of Literature in Extracurricular “Student Conversation Club.” Bahtera: Jurnal Pendidikan Bahasa Dan Sastra, 22(2), 232–238. https://doi.org/10.21009/BAHTERA.222.10

Tobar-Muñoz, H., Baldiris, S., & Fabregat, R. (2020). Augmented Reality Game-Based Learning: Enriching Students’ Experience During Reading Comprehension Activities. Journal of Educational Computing Research, 55(7), 901–936. https://doi.org/10.1177/0735633116689789

Wichadee, S., & Pattanapichet, F. (2021). Enhancement of performance and motivation through application of digital games in an english language class. Teaching English with Technology, 18(1), 77–92.

Wu, H., & Luo, X. (2024). Evaluating English Teaching Quality in Colleges Using Fuzzy Logic and Online Game-Based Learning. Computer-Aided Design and Applications, 21(s5), 237–251. https://doi.org/10.14733/cadaps.2024.S5.237-251

PlumX Metrics

Published
2025-10-28
How to Cite
albukhari, S. (2025). Student perception of gamekit in game-based learning: impacts on engagement and motivation in english learning. Maliki Interdisciplinary Journal, 3(12), 948-953. Retrieved from https://urj.uin-malang.ac.id/index.php/mij/article/view/18599
Section
Articles