English Teacher's Experience in Implementing Gamification-Based Learning

Authors

  • Kiki Saputri Universitas Majalengka
  • Rama Dwika Herdiawan
  • Eka Nurhidayat

DOI:

https://doi.org/10.56916/pjee.v2i2.886

Keywords:

English learning, Gamification, Teacher's experience

Abstract

This study aims to reveal the English teacher's experience implementing gamification-based learning and the types of gamification applications or platforms teachers use in
their teaching practice. This research uses a qualitative method with a narrative
inquiry design. The participant of this research is a teacher who teaches English in one
of the high schools in Majalengka. The results indicate that the English teacher is
sufficiently experienced in implementing gamification, as they have utilized two types
of gamification applications or platforms: Wordwall and Quizizz. The English teacher
also expressed the benefits of gamification in the classroom, such as more effective
learning outcomes that lead to increased student enthusiasm and motivation. Despite
challenges such as limited resources and technical constraints, the English teacher has
managed to overcome them, allowing gamified learning to thrive. This study also
enables other researchers to explore new aspects related to gamified English language
learning, and it is recommended that future studies involve more participants and
extend over a longer period.

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Published

2023-11-20

How to Cite

Kiki Saputri, Rama Dwika Herdiawan, & Nurhidayat, E. (2023). English Teacher’s Experience in Implementing Gamification-Based Learning. Papanda Journal of English Education, 2(2), 42–47. https://doi.org/10.56916/pjee.v2i2.886

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Section

Articles