The Effectiveness of Gamification-Based English Learning and Mobile-Assisted Tools for University Students in Tulungagung

Authors

  • MOCHAMAD SETYAWAN Universitas Tulungagung

DOI:

https://doi.org/10.35457/5fe6gs68

Keywords:

Gamification, Mobile-Assisted Language Learning, Learning Motivation, English Learning Achievement, Higher Education

Abstract

The integration of digital technology in higher education has encouraged innovative approaches to English language teaching, particularly through gamification and Mobile-Assisted Language Learning (MALL). This study aimed to examine the effectiveness of gamification-based English learning integrated with mobile-assisted tools in improving university students’ English learning achievement and motivation. Mixed-methods quasi-experimental design employing a non-equivalent control group pre-test–post-test model was adopted. The participants were 60 undergraduate students enrolled in a compulsory English course, divided into an experimental group receiving gamified mobile instruction and a control group receiving conventional teacher-centered instruction. Quantitative data were collected using achievement tests and a Likert-scale motivation questionnaire, while qualitative data were obtained through classroom observations and semi-structured interviews to explore students’ learning experiences. Statistical analysis showed that the experimental group obtained significantly higher post-test scores and motivation levels than the control group (p < .05). Qualitative findings further indicated that students perceived the gamified mobile activities as more interactive, engaging, and flexible, which encouraged active participation, collaboration, and autonomous practice beyond the classroom. Overall, the integration of gamification and mobile technology enhanced both cognitive outcomes and affective engagement. These results suggest that gamified mobile learning can serve as an effective and practical alternative instructional strategy for improving English language learning in higher education settings. Therefore, the approach offers valuable pedagogical implications for lecturers seeking to increase participation, motivation, and measurable performance while maintaining flexibility and accessibility for diverse learners across varied instructional contexts and technological infrastructures within contemporary university English education environments today widely globally.

References

Al-Hamad, R., Al-Jamal, D., & Bataineh, R. (2019). The effect of mobile-assisted language learning on vocabulary acquisition. International Journal of Emerging Technologies in Learning, 14(4), 4–18.

Burston, J. (2015). Twenty years of mobile-assisted language learning: A meta-analysis of implementation studies. ReCALL, 27(1), 4–20. https://doi.org/10.1017/S0958344014000159

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

Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.

Dörnyei, Z. (2005). The psychology of the language learner: Individual differences in second language acquisition. Lawrence Erlbaum.

Field, A. (2018). Discovering statistics using IBM SPSS statistics (5th ed.). Sage.

Golonka, E. M., Bowles, A. R., Frank, V. M., Richardson, D., & Freynik, S. (2014). Technologies for foreign language learning: A review of technology types and their effectiveness. Computer Assisted Language Learning, 27(1), 70–105.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE.

Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2019). Multivariate data analysis (8th ed.). Cengage.

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.

Kukulska-Hulme, A., & Shield, L. (2008). An overview of mobile-assisted language learning: From content delivery to supported collaboration and interaction. ReCALL, 20(3), 271–289.

Sailer, M., Hense, J., Mayr, S., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380.

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31.

Toda, A. M., Valle, P. H., & Isotani, S. (2019). The dark side of gamification: An overview of negative effects of gamification in education. Communications in Computer and Information Science, 832, 143–156.

Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified e-learning in students’ learning and engagement: A systematic review. Education and Information Technologies, 25, 3143–3165.

Downloads

Published

2026-03-31

Issue

Section

Articles

Deprecated: json_decode(): Passing null to parameter #1 ($json) of type string is deprecated in /home/ejournal.unisbablitar.ac.id/public_html/plugins/generic/citations/CitationsPlugin.php on line 68

How to Cite

The Effectiveness of Gamification-Based English Learning and Mobile-Assisted Tools for University Students in Tulungagung. (2026). JOSAR (Journal of Students Academic Research), 11(1), 23-35. https://doi.org/10.35457/5fe6gs68