Using Gamification to Enhance ESL Learners' Motivation in the Secondary School Context

Authors

  • Ezralinrobeka Jimmy Universiti Malaysia Sabah (UMS), Faculty of Education and Sports Studies (FPPS), TESL

DOI:

https://doi.org/10.51200/ijelp.v8i1.6812

Keywords:

Gamification, Motivation, ESL, Secondary School

Abstract

This action research centers around gamification, a relatively recent and promising approach that involves incorporating game concepts into non-game situations to increase motivation. The main purpose of this study is to investigate the impact of using gamification to enhance ESL learners’ motivation in the secondary school context. The research design employed is quantitative; whereby the research questions were answered using pre and post-test questionnaires to assess changes in motivation, along with survey questionnaires to explore students’ demographics and perceptions related to accomplishment, challenge, competition, guided experience, immersion, playfulness, and social interaction. The key motivational factors investigated include intrinsic motivation, self-determination, self-efficacy, grade motivation, and career motivation. The data collection tools of this study are the Likert-scale structured questionnaires and pre- and post-test questionnaires, which measure motivational variables and how well gamified learning motivated them to learn. There were 55 ESL learners, namely 28 students from Form 1 students and 27 students from Form 2 in a Malaysian secondary school. The purposive sampling technique was utilized to choose the participants, whereby the sample were students who had engaged in ESL learning and had undergone the gamified lessons within a set period. The findings are intended to provide details about effective educational practices and drive future efforts for incorporating gamification into ESL instruction.

References

Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322

Bandura, A. (1972). Self-efficacy: The Exercise of Control.

Conradty, C., & Bogner, F. X. (2022). Measuring students’ school motivation. Education Sciences, 12(6), 378. https://doi.org/10.3390/educsci12060378

Deci, E. L. (2012). Intrinsic motivation. Springer Science & Business Media.

Deci, E. L., & Ryan, R. M. (2013). Intrinsic Motivation and Self-Determination in human behavior.

Springer Science & Business Media.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness. In Proceedings of the 15th International Academic MindTrek Conference, 9–15. https://doi.org/10.1145/2181037.2181040

Högberg, J., Hamari, J., & Wästlund, E. (2019). Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use. User Modeling and User-Adapted Interaction, 29(3), 619–660. https://doi.org/10.1007/s11257-019-09223-w

Nordin, N. A., Kamaludin, P. N. H., Sharif, N. F. M., Chumari, M. Z., & Zabidin, N. (2024, June 30). The Effectiveness Of Vocabulary Games On Vocabulary Acquisition: A Literature Review. https://gaexcellence.com/ijmoe/article/view/585?utm_

Werbach, K., & Hunter, D. (2015). The Gamification Toolkit Dynamics, Mechanics, and Components for the WIn. Philadelphia Wharton School Press. - References - Scientific Research Publishing. https://www.scirp.org/reference/referencespapers?referenceid=2757230&utm

Published

2025-12-09

How to Cite

Jimmy, E. (2025). Using Gamification to Enhance ESL Learners’ Motivation in the Secondary School Context. International Journal on E-Learning Practices (IJELP), 8(1). https://doi.org/10.51200/ijelp.v8i1.6812
Total Views: 24 | Total Downloads: 16