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Students' perception toward gamification applied in English language classroom

ELT Forum: Journal of English Language Teaching · Vol. 10 No. 1 (2021) · pp. 21–29

DOI
10.15294/elt.v10i1.40558
ISSN
2721-4532, 2252-6706
Published
2021-03-26
Publisher
English Department, Faculty of Languages and Arts, Universitas Negeri Semarang
Language
eng

Abstract

This study aims to find out the students' perception toward gamification applied on English language Classroom. Gamification emerged as an innovation in classroom teaching. The basic concept is to incorporate game elements into teaching, taking advantage of students' interest in games that can be used for the purposes of the teaching process. This study is conducted since there is still limited research that is conducted in Indonesia which analyses the students' perception toward the gamification utilization. This research used qualitative methods as a way to present research results from data collected. Data from this study were collected using two methods, namely online questionnaires, and interviews. This research shared questionnaires to 30 students. The questionnaire was a Likert-style close-ended question. From the research conducted, it was found that the majority of students' perceptions of gamification used in English classes was positive. The students believed that gamification was effective and fun to bring to classroom learning. This teaching method allows students to engage more in-class activities, reduces boredom because it creates a learning atmosphere, and increases learning motivation without disturbing the understanding of the material obtained by students.

Collaboration network of the authors

17 authors · 23 co-authorship links

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

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  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Jimmi JimmiAffiliation unknown1
Ari Iswanto WibowoAffiliation unknown1
Prapti Wigati PurwaningrumAffiliation unknown1
Baruna PriasmoroAffiliation unknown1
Alfian KhabibiAffiliation unknown1
Danar SuryawijayaAffiliation unknown1
Putri AprilianiAffiliation unknown1
Rudi HartonoAffiliation unknown1
Dwi Putri SetyaniAffiliation unknown1
Intan Permata HapsariAffiliation unknown1
Novita SetiawatiAffiliation unknown1
SRI WAHYUNIAffiliation unknown1
Rizka D. A. A.Affiliation unknown1
Dewi KartikaAffiliation unknown1
Prahda Alifa FegasantiAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/sju/index.php/elt/oai, first harvested 5 Nov 2026, last seen 5 Nov 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en-US">Students' perception toward gamification applied in English language classroom</dc:title>
	<dc:creator>Putra, Pandu Perdana</dc:creator>
	<dc:creator>Priyatmojo, Arif Suryo</dc:creator>
	<dc:description xml:lang="en-US">This study aims to find out the students' perception toward gamification applied on English language Classroom. Gamification emerged as an innovation in classroom teaching. The basic concept is to incorporate game elements into teaching, taking advantage of students' interest in games that can be used for the purposes of the teaching process. This study is conducted since there is still limited research that is conducted in Indonesia which analyses the students' perception toward the gamification utilization. This research used qualitative methods as a way to present research results from data collected. Data from this study were collected using two methods, namely online questionnaires, and interviews. This research shared questionnaires to 30 students. The questionnaire was a Likert-style close-ended question. From the research conducted, it was found that the majority of students' perceptions of gamification used in English classes was positive. The students believed that gamification was effective and fun to bring to classroom learning. This teaching method allows students to engage more in-class activities, reduces boredom because it creates a learning atmosphere, and increases learning motivation without disturbing the understanding of the material obtained by students.</dc:description>
	<dc:publisher xml:lang="en-US">English Department, Faculty of Languages and Arts, Universitas Negeri Semarang</dc:publisher>
	<dc:date>2021-03-26</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/sju/elt/article/view/40558</dc:identifier>
	<dc:identifier>10.15294/elt.v10i1.40558</dc:identifier>
	<dc:source xml:lang="en-US">ELT Forum: Journal of English Language Teaching; Vol 10 No 1 (2021): ELT Forum: Journal of English Language Teaching; 21-29</dc:source>
	<dc:source>2721-4532</dc:source>
	<dc:source>2252-6706</dc:source>
	<dc:source>10.15294/elt.v10i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/sju/elt/article/view/40558/18657</dc:relation>
</oai_dc:dc>