The Effect of Gamification in Learning English for Non Language Majority Class at University Level: Solomon Study

Authors

DOI:

https://doi.org/10.57092/ijetz.v5i1.623

Keywords:

EFL learners, Gamification in English learning, Grammar proficiency, Non-English -Majors, Vocabulary Acquisition

Abstract

Gamification is increasingly used in higher education to enhance student motivation, engagement, and learning outcomes. However, its impact on specific English skills for non-language majors, particularly in STEM, remains under-researched, especially considering pre-test sensitization effects. This study examines the effect of Kahoot!-based gamification on English grammar, reading comprehension, and vocabulary acquisition among mathematics education students. A Solomon Three-Group design was employed: Group 1 (experimental) – pretest, treatment, posttest; Group 2 (control 1) – pretest, no treatment, posttest; Group 3 (control 2) – no pretest, treatment, posttest. Data were collected via pre- and post-tests, with analysis using paired-sample t-tests for within-group changes and ANOVA for between-group comparisons. Results showed significant improvement in the experimental group (p = 0.008). ANOVA indicated no significant difference between the experimental and control 1 groups, but significant differences emerged between the experimental and control 2 groups, as well as between the two control groups, highlighting the influence of pre-testing on gamification effectiveness. Cohen’s d = 0.42 suggests a modest effect. Overall, the study provides evidence that gamification can enhance English learning outcomes among non-language majors, particularly when combined with initial assessment to guide targeted interventions.

Downloads

Download data is not yet available.

Author Biographies

Aryawira Pratama, Doctoral Program in Education, The Graduate School, Universitas Jambi, Jambi, Indonesia

 

   

Hadiyanto, Doctoral Program in Education, The Graduate School, Universitas Jambi, Jambi, Indonesia

 

 

Eddy Haryanto, Doctoral Program in Education, The Graduate School, Universitas Jambi, Jambi, Indonesia

 

 

Bunga Ayu Wulandari, Doctoral Program in Education, The Graduate School, Universitas Jambi, Jambi, Indonesia

 

 

References

Alhazbi, S. (2022). Gamification in online learning: A systematic review. 2022 International Conference on Data Analytics for Business and Industry (ICDABI), 785–789. https://doi.org/10.1109/ICDABI56818.2022.10041607

Amper, D. A. (2022). Validity and reliability of the research instrument. Dalam Practical Research 2. https://www.researchgate.net/publication/368718924_Validity_and_Reliability_of_the_Research_Instrument

Annamalai, N., Kabilan, M. K., & Soundrarajan, D. (2022). Gamification and EFL students' engagement in the 21st-century classroom: A systematic review. Computer Assisted Language Learning, 1–28. https://doi.org/10.1080/09588221.2022.2140171

Anton Adi Purwanto, & Syafryadin. (2023). Students' perception on using Quizizz for learning grammar. Journal of English Language Teaching and Linguistics, 8(1), 1–14. https://doi.org/10.21462/jeltl.v8i1.1011

Ary, D., Jacobs, L. C., Sorensen, C., & Razavieh, A. (2010). Introduction to research in education (8th ed.). Wadsworth Cengage Learning.

Batlle Rodríguez, J., & Vicenta González Argüello, M. (2023). Gamification in the Spanish EFL classroom: A systematic review. Porta Linguarum, 39, 197–214. https://doi.org/10.30827/portalin.vi39.24259

Cheng, Y., Liu, S., & Zhang, Y. (2025). The effects of gamification on student engagement and learning outcomes in higher education: A meta-analysis. Interactive Learning Environments, 33(1), 1–18. https://doi.org/10.1080/10494820.2024.2305791

Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). SAGE Publications.

Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE Publications.

Dehghanzadeh, H., Fardanesh, H., Hatami, J., Talaee, E., & Noroozi, O. (2021). Using gamification to support learning English as a second language: A systematic review. Computer Assisted Language Learning, 34(7), 934–957. https://doi.org/10.1080/09588221.2019.1648298

De Paiva Franco, C. (2022). Gamification in English language courses: A systematic review of the literature. Ilha do Desterro, 75(1), 175–196. https://doi.org/10.5007/2175-8026.2022.e81938

Derder, A., Yemma, I., & Sarnou, H. (2023). The role of technology in enhancing EFL learners' engagement: A systematic review. Arab World English Journal, 14(2), 317–331. https://dx.doi.org/10.24093/awej/vol14no2.22

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

Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 75–88. https://www.jstor.org/stable/jeductechsoci.18.3.75

Emmiyati, N., Maharani Asnur, M. N., & Ahmad, D. (2024). The development of English language assessment instrument: A validity and reliability study. International Journal of Language Education, 8(1), 112–127. https://doi.org/10.26858/ijole.v8i1.59876

Fauziah, N., & Moenindyah Handarini, D. (2018). Students' silence in EFL classroom: Psychological and cultural perspectives. Jurnal Pendidikan Humaniora, 6(2), 78–85. http://journal.um.ac.id/index.php/jph/article/view/11187

Fu, Y., Zhang, L., & Zhao, X. (2021). Gamification in English vocabulary learning in China: A systematic review. Asian-Pacific Journal of Second and Foreign Language Education, *6*(1), 18. https://doi.org/10.1186/s40862-021-00120-3

Fitria, T. N. (2023). Utilizing Kahoot! as an assessment platform in higher education: A systematic review. Journal of English Language Teaching and Linguistics, 8(2), 123–140. https://doi.org/10.21462/jeltl.v8i2.1123

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? -- A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377

Hasan, H. F., Nat, M., & Vanduhe, V. Z. (2021). The effects of gamification on students' academic achievement: A meta-analysis study. Interactive Learning Environments, 29(8), 1301–1317. https://doi.org/10.1080/10494820.2019.1636089

He, J., Huang, J., & Li, X. (2017). Gamification and foreign language anxiety: A study on the use of Kahoot! in EFL classroom. Proceedings of the 2017 International Conference on Education and E-Learning, 112–116. https://doi.org/10.1145/3160908.3160922

Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., ... & Li, J. (2023). The impact of gamification in educational settings on student learning outcomes: A meta-analysis. Educational Research Review, 39, 100528. https://doi.org/10.1016/j.edurev.2023.100528

Johnston, K. (2021). Engagement and motivation in the digital classroom: A review of the literature. Technology, Pedagogy and Education, 30(5), 645–661. https://doi.org/10.1080/1475939X.2021.1954096

Katemba, C. V. (2020). Students' vocabulary enhancement in grade V: A comparative study using Quizizz and paper-based game. Journal of English Language Teaching and Linguistics, 5(2), 223–237. https://doi.org/10.21462/jeltl.v5i2.422

Kertati, I., Santosa, H. B., & Pramono, D. (2023). The silent phenomenon in EFL classroom: A systematic literature review. Jurnal Cakrawala Pendidikan, 42(1), 156–169. https://doi.org/10.21831/cp.v42i1.55789

Law, V. (2024). Understanding student silence in online learning environments: A review. Computers & Education, 210, 104959. https://doi.org/10.1016/j.compedu.2023.104959

Lee, S., & Baek, J. (2023). Effects of gamification on students' English language learning: A meta-analysis. Journal of Educational Technology & Society, 26(1), 87–101. https://www.jstor.org/stable/48707970

Li, C., Meng, Q., & Wang, Y. (2024). The impact of gamified learning on student motivation and achievement in EFL contexts: A meta-analysis. Education and Information Technologies, 29, 4567–4590. https://doi.org/10.1007/s10639-023-11987-1

Li, X., Chu, S. K. W., & Ki, W. W. (2022). Gamification in language learning: A systematic review of the literature. Interactive Learning Environments, 30(5), 892–908. https://doi.org/10.1080/10494820.2019.1688832

Limantara, N., Meyliana, M., & Hidayanto, A. N. (2023). Gamification for education: A systematic literature review. Procedia Computer Science, 216, 575–583. https://doi.org/10.1016/j.procs.2022.12.171

Marie De La Cruz, K., Hussin, S., & Nordin, N. R. M. (2023). Gamification in ESL/EFL classroom: A systematic review of empirical research. International Journal of Academic Research in Business and Social Sciences, 13(5), 1234–1256. https://doi.org/10.6007/IJARBSS/v13-i5/16954

Mario, A., Efendi, N., & Rahmat, A. (2023). The implementation of gamification in English language teaching: A literature review. Linguistics and Culture Review, 7(1), 45–60. https://doi.org/10.21744/lingcure.v7n1.2211

Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048

Mulya, R., & Refnaldi. (2016). The use of ICT in teaching English as a foreign language: A systematic review. Proceedings of the Fourth International Seminar on English Language and Teaching (ISELT-4), 254–261. http://ejournal.unp.ac.id/index.php/selt/article/view/6952

Ozer, M., Fitzgerald, S. M., & Sulbaran, T. (2014). Validity and reliability in educational research. Journal of Educational Technology, 11(2), 27–36.

Palomino, P. T., Toda, A. M., Oliveira, W., Cristea, A. I., & Isotani, S. (2023). Gamification and motivation in education: A systematic literature review. Computers & Education, 195, 104721. https://doi.org/10.1016/j.compedu.2022.104721

Panmei, B., & Waluyo, B. (2023). Gamification in higher education: Effects on vocabulary learning and learner autonomy. Studies in English Language and Education, 10(1), 18–35. https://doi.org/10.24815/siele.v10i1.25657

Pham, A. T. (2022). Gamification as a tool to reduce speaking anxiety in EFL classrooms. Journal of Language and Education, 8(3), 112–126. https://doi.org/10.17323/jle.2022.15264

Pham, T. T. N., Nguyen, T. T. H., & Nguyen, T. M. L. (2025). Students' perceptions of using Kahoot! and Quizizz in grammar lessons. Computer Assisted Language Learning, 38(1), 1–24. https://doi.org/10.1080/09588221.2024.2307562

Qub’a, A., Alqarni, I., & Alshaye, R. (2024). Gamification in English language learning: A systematic review of effectiveness and design. Education and Information Technologies, 29, 2345–2370. https://doi.org/10.1007/s10639-023-11992-4

Rahma, A., Ismar, F., & Wulandari, S. (2025). Gamification for non-language majors: A mixed-methods study. Journal of Educational Computing Research, 62(2), 345–370.

Rofiah, N. L., & Waluyo, B. (2024). Gamification in Indonesian EFL classrooms: A systematic review of practices and outcomes. Indonesian Journal of Applied Linguistics, 13(3), 567–582. https://doi.org/10.17509/ijal.v13i3.61234

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

Schlagenhaufer, C., & Amberg, M. (2014). Silent students in the classroom: A psychological perspective. Procedia - Social and Behavioral Sciences, 114, 233–238. https://doi.org/10.1016/j.sbspro.2013.12.689

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006

Shadish, W. R., Cook, T. D., & Campbell, D. T. (2002). Experimental and quasi-experimental designs for generalized causal inference. Houghton Mifflin.

Shang, H. F. (2024). Test reliability and validity in language assessment. Dalam The Encyclopedia of Applied Linguistics. Wiley. https://doi.org/10.1002/9781405198431.wbeal1476.pub2

Singh, A. K., R, V., & Kumar, V. V. (2024). Gamification strategies to improve student engagement and learning outcomes in ESL classrooms. Smart Learning Environments, 11(1), 22. https://doi.org/10.1186/s40561-024-00312-x

Tamtama, G. I., Suryanto, & Suyoto. (2020). Gamification in English language learning: A literature review. Journal of Physics: Conference Series, 1477(4), 042007. https://doi.org/10.1088/1742-6596/1477/4/042007

Thanyawatpokin, P., & Vollmer, C. (2022). The effects of gamification on vocabulary learning and student engagement in EFL classrooms. rEFLections, 29(2), 345–368. https://doi.org/10.61508/refl.v29i2.261135

Vardarlier, P. (2021). Digital transformation in education: A systematic review of the literature. Journal of Educational Technology and Online Learning, 4(3), 403–418. https://doi.org/10.31681/jetol.935465

Vathanalaoha, K. (2022). Gamification in English language classrooms: A systematic review. Journal of Educational Issues, 8(1), 314–332. https://doi.org/10.5296/jei.v8i1.19625

Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers & Education, 149, 103818. https://doi.org/10.1016/j.compedu.2020.103818

Williyan, A., Setyorini, A., & Pratama, M. R. A. (2024). Gamification in English language teaching: A systematic review of Indonesian context. Journal of English Language Teaching and Linguistics, 9(1), 45–62. https://doi.org/10.21462/jeltl.v9i1.1201

Wong, L. H., Chai, C. S., & Aw, G. P. (2020). Gamification for vocabulary learning: A systematic review. Educational Technology & Society, 23(3), 1–15. https://www.jstor.org/stable/26926424

Zadeja, I., & Bushati, J. (2022). Gamification as a strategy to reduce anxiety and increase participation in EFL classrooms. Journal of Educational and Social Research, 12(4), 123–134. https://doi.org/10.36941/jesr-2022-0109

Zhang, L., & Chen, Y. (2021). A meta-analysis of gamification's effects on students' learning outcomes in English as a foreign language. Frontiers in Psychology, 12, 752277. https://doi.org/10.3389/fpsyg.2021.752277

Zhang, S., & Hasim, Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in Psychology, 13, 1030790. https://doi.org/10.3389/fpsyg.2022.1030790

Downloads

Published

2026-02-28

How to Cite

Pratama, A., Hadiyanto, Haryanto, E., & Wulandari, B. A. (2026). The Effect of Gamification in Learning English for Non Language Majority Class at University Level: Solomon Study. International Journal of Education and Teaching Zone, 5(1), 93–108. https://doi.org/10.57092/ijetz.v5i1.623