Students and teachers’ perceptions of gamification in English language learning and teaching
Bibliographic Data
| ID | 22213829 |
|---|---|
| Authors | Darman Pangaribuan (Universitas Prima Indonesia), Kenny Kenny (Universitas Prima Indonesia), Vincent Tanadi (Universitas Prima Indonesia), Gilbert Sidabutar (Universitas Prima Indonesia), Rebecha R Sibuea (Universitas Prima Indonesia), Kartina Rahmadhani Rambe (Universitas Muhammadiyah Tapanuli Selatan) |
| Year | 2026 |
| Volume | 9 |
| Issue | 2 |
| Pages | 303-314 |
| Publication date | 2026-05-15 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | DIGLOSIA Jurnal Kajian Bahasa Sastra dan Pengajarannya (JOURNAL) |
| Journal identifiers | ISSN: 2615-725X • E-ISSN: 2615-8655 |
| Publisher | Universitas Mulawarman (PUBLISHER) |
| DOI | 10.30872/diglosia.v9i2.1799 |
| OpenAlex | W7161541379 |
| Language | EN |
This paper explores students’ and teachers’ perceptions of gamification in English language learning and teaching at SMA Negeri 1 Sunggal, Indonesia. Using a descriptive qualitative method, data were collected from 72 students and 2 English teachers through questionnaires, interviews, and classroom observations. Findings showed that both students and teachers perceived gamification positively, recognizing its capacity to increase motivation, engagement, and learning effectiveness, particularly in grammar and vocabulary. Gamified tools such as Quizizz made lessons more interactive, enjoyable, and student-centered. However, challenges such as limited internet connectivity, time constraints, and teachers’ digital competence hindered effective implementation. The study concludes that gamification is most effective when supported by sufficient infrastructure, professional training, and balanced instructional design
English grammar · English language · Grammar · Perception · The Internet · Educational Games and Gamification · Innovative Education Methods and Tools · Technology-Enhanced Education Studies
| Highly cited | No |
|---|