INVESTIGATING ENGLISH LEARNING MOTIVATION BY APPLYING GAME ELEMENT

Authors

  • Waode Hamsia Universitas Muhammadiyah Surabaya Author

DOI:

https://doi.org/10.32682/jeell.v12i3.107

Keywords:

English learning, Quizizz, Game Element, Motivation

Abstract

This research aimed to analyze how first semester students in Early Childhood Education Program at Universitas Muhammadiyah Surabaya were motivated through the Quizizz game-based learning method. Using a descriptive qualitative method, data were gathered via observation, questionnaires, and interviews. The findings indicated that Quizizz enhanced motivation by fostering enjoyment, engagement, and concentration. The research concluded that while Quizizz temporarily increases enthusiasm, sustained motivation requires diverse learning approaches and active lecturer facilitation.

References

Ariantini, K. P., Suwastini, N. K. A., Adnyani, N. L. P. S., Dantes, G. R., & Jayantini, I. G. A. S. R. (2021). Integrating Social Media into English Language Learning: How and to What Benefits According to Recent Studies. NOBEL: Journal of Literature and Language Teaching, 12(1), 91–111. https://doi.org/10.15642/nobel.2021.12.1.91-111

CRESWELL, J. W., & CRESWELL, J. D. (2018). FIFTH EDITION RESEARCH DESIGN Qualitative, Quantitative, and Mixed Methods Approaches. In Introducing English Language. https://doi.org/10.4324/9781315707181-60

Deci, E. L., & Ryan, R. M. (1985). Conceptualizations of Intrinsic Motivation and Self-Determination. Intrinsic Motivation and Self-Determination in Human Behavior, 11–40. https://doi.org/10.1007/978-1-4899-2271-7_2

Drs. Sardiman A.M. (2011). Interaksi dan Motivasi Belajar Mengajar.

Fadhlillah, A., Yunianti, S., & Surabaya, U. M. (2024). EFFECTUALNESS OF INSTAGRAM REELS IN ENHANCING STUDENTS ’ LEXICAL. 10(1), 97–116.

Faini, N. K., & Tarmizi, P. (2021). Penggunaan Media Berbasis Game Edukasi Quizizz Untuk Menumbuhkan Nilai Kejujuran Siswa Pada Pembelajaran Daring. Juridikdas Jurnal Riset Pendidikan Dasar, 4(2), 217–224. https://doi.org/10.33369/juridikdas.4.2.217-224

Faqih, M. A., Hamsia, W., & Ro’ifah. (2023). THE EFFECTIVNESS OF CANVA IN PROJECT BASED. 9(1), 203–224.

Ghazvini, S. D., & Khajehpour, M. (2011). Attitudes and motivation in learning English as second language in high school students. Procedia - Social and Behavioral Sciences, 15, 1209–1213. https://doi.org/10.1016/j.sbspro.2011.03.264

Hamsia, W., & Ro’ifah. (2023). USING INTERACTIVE MEDIA OF SPOTIFY IN LISTENING. 09(2), 1–11. https://doi.org/10.32682/jeell.v9i2.2865

Hamzah, I. (2023). The Effect Of Quizizz On Students Reading Comprehension. Journal of Arts and Education, 3(1), 51–58. https://doi.org/10.33365/jae.v3i1.208

Ika Dhamayanti, F. (2021). EFL Students’ Perception and Motivation Toward Quizizz as E-Learning Media in English E-Classroom. Education of English as Foreign Language, 4(2), 71–78. https://doi.org/10.21776/ub.educafl.2021.004.02.03

Jiménez-Sánchez, M., & Gargallo-Camarillas, N. (2020). Gamification and Students’ Motivation: Using Quizizz in the English as a Foreign Language (EFL) Classroom. Acta Marisiensis. Philologia, 2(1), 1–13. https://doi.org/10.2478/amph-2022-0035

Jusuf, H. (2020). Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM, 5(1), 1–6. https://media.neliti.com/media/publications/92772-ID-penggunaan-gamifikasi-dalam-proses-pembe.pdf

Karlina, V., Hamsia, W., & Ro’ifah. (2018). YOUTUBE AS LEARNING MEDIA IN STUDENT ENGLISH SPEAKING SKILL IN SMP MUHAMMADIYAH 10 SURABAYA.

Khikmah, S. L., Wijaya, A., & Ro’ifah. (2024). EduInovasi : Journal of Basic Educational Studies EduInovasi : Journal of Basic Educational Studies. 4(1), 307–319.

Kumala, S. A. W. (2019). The Effectiveness Of Quizizz As Game-Based Learning In Teaching Grammar To The Eighth Grade of SMPN 5 Kediri. Sustainability (Switzerland), 11(1), 1–14. http://scioteca.caf.com/bitstream/handle/123456789/1091/RED2017-Eng-8ene.pdf?sequence=12&isAllowed=y%0Ahttp://dx.doi.org/10.1016/j.regsciurbeco.2008.06.005%0Ahttps://www.researchgate.net/publication/305320484_SISTEM_PEMBETUNGAN_TERPUSAT_STRATEGI_MELESTARI

Mandasari, B., Aminatun, D., Ayu, M., Darma, T., Sari, R., Hamzah, I., Syahputri, C. R., & Aprilia, P. (2023). Pelatihan Peningkatkan Kemampuan Bahasa Inggris Siswa melalui Game- Based Application di SMA Muhammadiyah 1 Kota Agung. 7(2), 250–261. http://dx.doi.org/10.24127/sss.v7i2.2786

Maru’ao, N. (2020). PENERAPAN PEMBELAJARAN INOVATIF DALAM MENINGKATKAN PEMBELAJARAN BAHASA INGGRIS. 14(April), 221–230. https://doi.org/10.46576/wdw.v14i2.622

Nasution; Mardiah Kalsum. (2019). Penggunaan Metode Pembelajaran dalam Peningkatan Hasil Belajar Siswa. Jurnal Ilmiah Bidang Pendidikan, 1(9), 9–16.

Ningsih, M. (2021). THE CORRELATION BETWEEN EXTERNAL MOTIVATION AND ENGLISH LEARNING ACHIEVEMENT OF SECOND GRADE STUDENTS AT THE MTsN 5 CENTRAL LOMBOK IN THE ACADEMIC YEAR 2020/2021. Pharmacognosy Magazine, 75(17), 399–405. http://etheses.uinmataram.ac.id/id/eprint/2084

Nur Amalia Solikhah, & Cindyra Galuhwardani. (2023). Students’ Perception and Motivation In Learning English Towards The Use of Quizizz For Efl Students. Jurnal Onoma: Pendidikan, Bahasa, Dan Sastra, 9(2), 1245–1253. https://doi.org/10.30605/onoma.v9i2.2995

Prensky, M. (2001). The Digital Game-Based Learning Revolution. 1–19.

Putri, L. A. I., & Trisnawati, N. (2024). Pengaruh Media Pembelajaran Berbasis Educandy Game terhadap Motivasi dan Hasil Belajar Siswa SMK. Edukatif : Jurnal Ilmu Pendidikan, 6(4), 3059–3070. https://doi.org/10.31004/edukatif.v6i4.7204

Raja, F. D. (2022). Teachers ’ attitude towards translanguaging practice and its implication in Indonesian EFL classroom. 11(3), 567–576. 10.17509/ijal.v11i3.38371

Ramdani, N. G., Fauziyyah, N., Fuadah, R., Rudiyono, S., Septiyaningrum, Y. A., Salamatussa’adah, N., & Hayani, A. (2023). Definisi Dan Teori Pendekatan, Strategi, Dan Metode Pembelajaran. Indonesian Journal of Elementary Education and Teaching Innovation, 2(1), 20. https://doi.org/10.21927/ijeeti.2023.2(1).20-31

Roman, C., Delgado, M. Á., & García-Morales, M. (2025). Embracing the efficient learning of complex distillation by enhancing flipped classroom with tech-assisted gamification. Education for Chemical Engineers, 50(February 2024), 14–24. https://doi.org/10.1016/j.ece.2024.11.001

Serin, H. (2018). The Use of Extrinsic and Intrinsic Motivations to Enhance Student Achievement in Educational Settings. International Journal of Social Sciences & Educational Studies, 5(1), 191–194. https://doi.org/10.23918/ijsses.v5i1p191

Setiawan, B., Suryani, N., & Suharno, S. (2018). Pengembangan Game Based Learning Materi Grammar Bahasa Inggris Dalam Kurikulum 2013 Kelas X SMA Negeri 3 Sragen. Teknodika, 16(1), 22. https://doi.org/10.20961/teknodika.v16i1.34752

Sholihah, L. I., & Miranty, D. (2025). Gamified Diagnostic Assessment Using Quizizz: Investigating Motivation and Perceptions of Indonesian ESL Students. Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP, 12(1), 176. https://doi.org/10.33394/jo-elt.v12i1.15153

Sibghatullah Mujadidi, Siti Suharsih, Putri Intan Oktapiani, Isyarah Khaeraini, Nur Addiena Kamila, & Nabila Mutiara Fajris. (2023). Gamifikasi dalam Pengajaran Bahasa Inggris dengan Menggunakan Platform Genially. Jurnal Pendidikan Dan Sastra Inggris, 3(3), 41–49. https://doi.org/10.55606/jupensi.v3i3.2834

Suciati Berutul, E., & Yunita Siregar, D. (2024). The Implementation of Quizizz Application as a Learning Media in Teaching English in Senior High School. 13(3), 3213–3224. https://jurnaldidaktika.org

Sulaiman, Y. S. (2021). Pembelajaran Bahasa Inggris Di Sekolah Menengah Atas Negeri 1 Kupang Nusa Tenggara Timur : Sebuah Kajian Dalam Perspektif Etnografi. Jurnal Ekonomi, Sosial & Humaniora, 2(08), 61–65. https://www.jurnalintelektiva.com/index.php/jurnal/article/view/435

Sung, H. Y., Hwang, G. J., & Yen, Y. F. (2015). Development of a contextual decision-making game for improving students’ learning performance in a health education course. Computers and Education, 82, 179–190. https://doi.org/10.1016/j.compedu.2014.11.012

Syahada, N. L. (2022). Jurnal pembelajaran dan Pengembangan Matematika (PEMANTIK). Jurnal Pembelajaran Dan Pengembangan Matematika (PEMANTIK), 2(2), 228–234.

Weber, K. (2003). The relationship of interest to internal and external motivation. Communication Research Reports, 20(4), 376–383. https://doi.org/10.1080/08824090309388837

Yasa, I. G. S., & Numertayasa, I. W. (2023). Analisis Kesulitan Belajar Bahasa Inggris Siswa Kelas XII AP 1 SMK Singamandawa Tahun 2023. Ilmiah Kependidikan, 3, 5423–5434. https://journal.lppmunindra.ac.id/index.php/Faktor/article/download/14793/pdf_ed

Yunus, C. C. A., & Hua, T. K. (2021). Exploring a gamified learning tool in the ESL classroom: The case of Quizizz. Journal of Education and E-Learning Research, 8(1), 103–108. https://doi.org/10.20448/JOURNAL.509.2021.81.103.108

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30(February). https://doi.org/10.1016/j.edurev.2020.100326

Downloads

Published

2025-11-06

How to Cite

INVESTIGATING ENGLISH LEARNING MOTIVATION BY APPLYING GAME ELEMENT. (2025). JEELL (Journal of English Education, Linguistics and Literature) , 12(3), 366-377. https://doi.org/10.32682/jeell.v12i3.107