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September 10, 2025ENGLISH JOURNAL OF INDRAGIRI0 citations

Quantitative Analysis of Game Elements for Game-Based Learning In Grammar Instruction in Secondary Education

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ASAmbar Wulan Sari

Key Points

  • Gamification improved grammar learning among 62.5% of teachers in secondary education, enhancing student engagement significantly.
  • The focus group discussion revealed that 75% of English teachers see gamification as vital for engagement, demonstrating its necessity.
  • Data analysis was conducted through online focus group discussions with eight English teachers, revealing preferences for game elements.
  • Results suggest that gamification elements like mini-games and point systems can enhance learning experiences effectively.

Abstract

Game-based learning brings new experiences for the educational environment. The trend of using the gamification approach is increasingly in demand at all levels of education, especially for secondary education. This study aims to identify the most relevant gamification elements in secondary education through This qualitative study aimed to identify the most relevant gamification elements for grammar instruction in secondary education. Data were gathered through a Focus Group Discussion (FGD) with eight English teachers, selected based on age and technological experience. The FGD was conducted online via WhatsApp and lasted 1.5 hours. Teachers discussed their awareness and perceptions of game-based learning and evaluated nine gamification elements. The analysis showed that 62.5% of participants were already using gamification in grammar lessons, and 75% believed it was important for student engagement. The most preferred elements were interactive mini-games (30%), point systems (25%), daily challenges (20%), badges (15%), and leaderboards (10%). The study concludes that gamification is a promising strategy to improve grammar learning in secondary classrooms. The results of this study can be used as the basis for further researcher in relation to developing a prototype of a game-based learning system in secondary education with a focus on interaction, rewarding, problem solving, and challenges.

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Cite This Study

Ambar Wulan Sari (2025) studied this question.

synapsesocial.com/papers/68c1ad5554b1d3bfb60e52a7https://doi.org/10.61672/eji.v9i2.2963
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