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Journal on Education
Volume 06, No. 01, September-Desember 2023, pp. 2847-2856
E-ISSN: 2654-5497, P-ISSN: 2655-1365
Website: http://jonedu.org/index.php/joe
The Role Of Gamification In English Language Teaching: A Literature
Review
Ni Putu Wulantari1, Azhariah Rachman 2, Mike Nurmalia Sari 3, Lulu Jola Uktolseja4, Agus Rofi'i 5
1IKIP Saraswati Tabanan, Jl. Pahlawan No.2, Delod Peken, Kec. Tabanan, Kabupaten Tabanan, Bali
2Universitas Halu Oleo, Kampus Hijau Bumi Tridharma, Anduonohu, Kec. Kambu, Kota Kendari, Sulawesi Tenggara
3STKIP Muhammadiyah Sungai Penuh, Jl. R.E. Martadinata No.2, Ps. Sungai Penuh, Kec. Sungai Penuh, Kota Sungai
Penuh, Jambi
4Universitas Victory Sorong, JL. Basuki Rahmat, Km. 11, 5, Klasaman, Klawuyuk, Distrik Sorong, Kota Sorong, Papua
Barat
5 Universitas Majalengka, Jl. Raya K H Abdul Halim No.103, Majalengka Kulon, Kec. Majalengka, Kabupaten Majalengka,
Jawa Barat
putuwulantari222@gmail.com
Abstract
This literature review examines the impact of gamification in English language teaching (ELT) on motivation,
engagement, and learning outcomes. Gamification, the integration of game elements into education, has gained
attention as a promising approach to enhance language learning. The findings reveal that gamification
positively influences student motivation in ELT. Elements like points, leaderboards, and rewards create a sense
of achievement and intrinsic motivation. Engaged students are more likely to persist and participate actively in
language learning. Gamification promotes active learning and engagement, with interactive activities involving
vocabulary acquisition, grammar practice, and language production. It provides a safe space for students to
experiment, apply knowledge, and develop linguistic skills. Collaboration and social interaction are fostered
through gamification, encouraging teamwork and peer feedback. This enhances language and interpersonal
skills. Immediate feedback and progress tracking in gamification offer valuable learning opportunities.
Students receive real-time feedback and monitor their progress, enabling adjustments in learning strategies.
However, implementing gamification in ELT faces challenges such as technology constraints and pedagogical
considerations. Striking a balance between engagement and curriculum objectives is crucial. Teacher training
and professional development are necessary. In conclusion, gamification plays a significant role in ELT by
enhancing motivation, engagement, collaboration, and active learning. Despite challenges, embracing
gamification and its best practices can create immersive learning environments, empowering students in their
English language proficiency.
Key words: Gamification; English language; English teaching and learning
Abstrak
Tinjauan literatur ini mengkaji dampak gamifikasi dalam pengajaran bahasa Inggris (ELT) terhadap motivasi,
keterlibatan, dan hasil pembelajaran. Gamifikasi, integrasi elemen-elemen permainan ke dalam pendidikan,
telah mendapatkan perhatian sebagai pendekatan yang menjanjikan untuk meningkatkan pembelajaran bahasa.
Temuannya mengungkapkan bahwa gamifikasi secara positif mempengaruhi motivasi siswa dalam ELT.
Elemen-elemen seperti poin, papan peringkat, dan penghargaan menciptakan rasa pencapaian dan motivasi
intrinsik. Siswa yang terlibat lebih mungkin untuk bertahan dan berpartisipasi secara aktif dalam pembelajaran
bahasa. Gamifikasi mendorong pembelajaran dan keterlibatan aktif, dengan aktivitas interaktif yang
melibatkan penguasaan kosakata, latihan tata bahasa, dan produksi bahasa. Ini memberikan ruang yang aman
bagi siswa untuk bereksperimen, menerapkan pengetahuan, dan mengembangkan keterampilan linguistik.
Kolaborasi dan interaksi sosial dipupuk melalui gamifikasi, mendorong kerja sama tim dan umpan balik dari
teman sebaya. Hal ini meningkatkan keterampilan bahasa dan interpersonal. Umpan balik langsung dan
pelacakan kemajuan dalam gamifikasi menawarkan kesempatan belajar yang berharga. Siswa menerima umpan
balik secara real-time dan memantau kemajuan mereka, sehingga memungkinkan penyesuaian dalam strategi
pembelajaran. Namun, penerapan gamifikasi dalam ELT menghadapi tantangan seperti kendala teknologi dan
pertimbangan pedagogis. Mencapai keseimbangan antara keterlibatan dan tujuan kurikulum sangatlah penting.
Pelatihan guru dan pengembangan profesional diperlukan. Kesimpulannya, gamifikasi memainkan peran
penting dalam ELT dengan meningkatkan motivasi, keterlibatan, kolaborasi, dan pembelajaran aktif. Meskipun
ada tantangan, merangkul gamifikasi dan praktik terbaiknya dapat menciptakan lingkungan belajar yang
imersif, memberdayakan siswa dalam kemahiran bahasa Inggris mereka.
Kata kunci: Gamifikasi; Bahasa Inggris; Pengajaran dan pembelajaran bahasa Inggris
2848 Journal on Education, Volume 06, No. 01, September-Desember 2023, hal. 2847-2856
Copyright (c) 2023 Ni Putu Wulantari, Azhariah Rachman , Mike Nurmalia Sari , Lulu Jola Uktolseja, Agus
Rofi'i
Corresponding author: Ni Putu Wulantari
Email Address: putuwulantari222@gmail.co (Jl. Pahlawan No.2, Delod Peken, Kec. Tabanan, Kabupaten
Tabanan, Bali)
Received 25 May 2023, Accepted 2 Juny 2023, Published 10 Juny 2023
INTRODUCTION
In recent years, the integration of technology in educational settings has revolutionized
traditional teaching methods and provided new avenues for engaging students (Rusmiyanto et al,
2023). One such innovative approach that has gained significant attention is gamification.
Gamification, defined as the incorporation of game elements and mechanics into non-game contexts,
has shown great promise in enhancing motivation, engagement, and learning outcomes in various
fields, including language education.
The teaching of English as a second or foreign language presents its own unique set of
challenges (Fauziningrum et al, 2023). Students often struggle with maintaining motivation and
interest, as language learning can be perceived as daunting and tedious (Sari & Ningsih, 2022).
However, the introduction of gamification in English language teaching (ELT) has opened up exciting
possibilities for creating immersive and interactive learning experiences.
This article aims to delve into the role of gamification in ELT through a comprehensive
literature review. By examining existing research and studies, we seek to explore the benefits,
challenges, and best practices associated with incorporating gamification techniques into language
classrooms. Understanding the potential impact of gamification on language learning can provide
valuable insights for educators, curriculum designers, and policymakers.
First, we will provide an overview of gamification, defining its key elements and examining
relevant theoretical frameworks. Next, we will explore the importance of motivation and engagement
in language learning and how gamification can address these crucial factors. By examining the
benefits of gamification in ELT, such as increased motivation, enhanced language acquisition,
collaborative learning opportunities, and immediate feedback, we will demonstrate its potential to
transform the language learning experience.
However, implementing gamification in language classrooms is not without its challenges.
We will discuss the technological constraints, pedagogical design considerations, the delicate balance
between fun and learning objectives, and the assessment and evaluation process. Identifying and
understanding these challenges is crucial to successfully implementing gamification strategies.
To provide practical guidance, we will outline best practices for incorporating gamification
into language teaching. These include setting clear learning goals, designing meaningful game
mechanics, personalizing the learning experience, fostering collaboration and social interaction, and
utilizing appropriate gamification tools and platforms.
The Role Of Gamification In English Language Teaching: A Literature Review, Ni Putu Wulantari, Azhariah Rachman ,
Mike Nurmalia Sari , Lulu Jola Uktolseja, Agus Rofi'i
2849
Furthermore, we will explore case studies and empirical evidence that highlight successful
implementations of gamification in language classrooms. By examining research findings and
considering student perspectives and feedback, we can gain valuable insights into the effectiveness of
gamification in ELT.
Finally, we will discuss future directions and implications of gamification in language
teaching. We will explore emerging technologies, the role of gamification in online and blended
learning environments, cultural and contextual factors, and the importance of teacher training and
professional development.
Overall, this literature review aims to provide a comprehensive understanding of the role of
gamification in English language teaching. By examining the existing body of knowledge, we hope to
shed light on the potential benefits, challenges, and best practices associated with incorporating
gamification strategies in language classrooms. Ultimately, this review seeks to inspire educators and
stakeholders to embrace gamification as a powerful tool for enhancing English language learning
experiences.
Gamification is the process of integrating game elements and mechanics into non-game
contexts, such as education, to enhance engagement, motivation, and learning outcomes. It involves
applying game design principles, techniques, and features to make activities more interactive,
enjoyable, and immersive. By leveraging the inherent elements of games, such as points, badges,
leaderboards, levels, rewards, and challenges, gamification aims to create a more engaging and
motivating experience for participants (Anisa et al, 2020).
In educational settings, gamification can be applied to various learning activities, including
language learning. It transforms traditional classroom practices by incorporating game elements to
make the learning process more interactive, competitive, and goal-oriented. By introducing elements
of competition, achievement, and progress tracking, gamification seeks to tap into learners' intrinsic
motivation, making the learning experience more enjoyable and encouraging active participation.
Gamification can take different forms depending on the context and objectives (Azar & Tan,
2020). It can be implemented through digital platforms, mobile applications, online platforms, or even
physical classroom activities. The goal is to create a stimulating and immersive environment that
promotes active learning, collaboration, problem-solving, and skill development.
It is important to note that gamification is not about replacing the educational content with
games, but rather integrating game elements and mechanics to support and enhance the learning
process (Mee Mee et al, 2020). By incorporating gamification principles effectively, educators can
create engaging and motivating learning experiences that foster a deeper understanding and retention
of the subject matter (Kayımbaşıoğlu & Haci, 2016).
Here is an example of how gamification can be implemented in learning English:
Example: Vocabulary Ninja
Objective: Enhance vocabulary acquisition and retention through gamified learning.
2850 Journal on Education, Volume 06, No. 01, September-Desember 2023, hal. 2847-2856
Description: Vocabulary Ninja is a gamified approach to learning English vocabulary that
engages students in an interactive and competitive environment (Breslin (2019) and Kindregan
(2019)). The game is designed for intermediate-level English language learners and can be played
individually or in teams.
Game Mechanics:
1. Points and Levels: Students earn points for correctly answering vocabulary questions and progress
through different levels, unlocking new challenges and content as they advance.
2. Leaderboards: A leaderboard displays the top-performing students or teams, fostering healthy
competition and motivation.
3. Power-Ups: Students can earn power-ups, such as "Hint" or "Skip," to assist them in challenging
vocabulary tasks.
4. Badges and Achievements: Students are awarded badges and achievements for reaching milestones
or demonstrating specific vocabulary skills, encouraging a sense of accomplishment.
5. Time Challenges: Students are given timed challenges to complete vocabulary tasks, promoting
quick thinking and decision-making skills.
Activities:
1. Vocabulary Quizzes: Students engage in interactive quizzes where they match words with their
definitions, complete sentences, or identify synonyms and antonyms.
2. Word Association: Students connect words with related concepts or categorize them based on
specific themes.
3. Word Puzzles: Students solve crossword puzzles, word searches, or jumbled word exercises to
reinforce vocabulary recognition and spelling.
4. Contextual Usage: Students practice using new vocabulary in sentences or short paragraphs to
reinforce their understanding and application.
5. Vocabulary Battles: Students engage in friendly competitions, taking turns to provide definitions or
use vocabulary words in spontaneous conversations or role-plays.
Feedback and Progress Tracking: Vocabulary Ninja provides immediate feedback on students'
performance, highlighting correct answers and explaining incorrect responses. Progress is tracked
through a visual representation of levels completed, points earned, and badges achieved. This
feedback and progress tracking system helps students monitor their learning journey and motivates
them to strive for improvement.
Benefits:
1. Increased Motivation: The gamified approach of Vocabulary Ninja taps into students' intrinsic
motivation, making vocabulary learning more engaging and enjoyable.
2. Enhanced Retention: The interactive nature of the game, coupled with immediate feedback, helps
reinforce vocabulary retention and application.
The Role Of Gamification In English Language Teaching: A Literature Review, Ni Putu Wulantari, Azhariah Rachman ,
Mike Nurmalia Sari , Lulu Jola Uktolseja, Agus Rofi'i
2851
3. Collaborative Learning: Students can participate in team challenges, fostering collaboration,
communication, and peer support (Sari, 2021).
4. Progress Tracking: The visual representation of progress and achievement encourages students to
set goals, monitor their development, and celebrate their accomplishments.
5. Healthy Competition: Leaderboards and achievements promote friendly competition, encouraging
students to challenge themselves and strive for excellence.
This is just one example of gamification in English language learning. There are numerous
other gamified approaches and tools available, each with its own unique features and objectives. The
key is to design gamification strategies that align with the learning goals, interests, and preferences of
the students.
METODE
To conduct a comprehensive literature review on the role of gamification in English language
teaching (ELT), a systematic approach was followed. The research method involved the following
steps:
1. Identification of Relevant Literature: A thorough search was conducted using various academic
databases, including but not limited to, Google Scholar, ERIC, and academic journals specializing
in education, language teaching, and gamification. Keywords such as "gamification," "English
language teaching," "language learning," "motivation," and "engagement" were used to identify
relevant sources.
2. Inclusion and Exclusion Criteria: The identified literature was screened based on predetermined
inclusion and exclusion criteria. Only peer-reviewed articles, research studies, conference papers,
and books published within the last ten years were included. The focus was primarily on studies
related to the use of gamification in ELT and its impact on motivation, engagement, and language
learning outcomes.
3. Data Extraction: Relevant information and key findings from the selected literature were extracted
and organized into thematic categories. These categories included the definition and key elements
of gamification, motivation and engagement in language learning, benefits and challenges of
gamification in ELT, best practices for implementing gamification, case studies, empirical
evidence, and future directions.
4. Data Analysis: The extracted information was critically analyzed to identify recurring themes,
patterns, and trends in the literature. Comparative analysis was conducted to identify similarities,
differences, and consensus among the studies.
5. Synthesis and Writing: The findings from the analyzed literature were synthesized and organized
to form a coherent narrative. The literature review was then written, incorporating relevant
information, concepts, and supporting evidence from the selected sources.
2852 Journal on Education, Volume 06, No. 01, September-Desember 2023, hal. 2847-2856
6. Review and Iteration: The literature review was thoroughly reviewed and revised to ensure
accuracy, clarity, and coherence. Feedback from peers and subject matter experts was sought to
enhance the quality and rigor of the review.
By following this research method, the literature review on the role of gamification in ELT
aimed to provide a comprehensive and up-to-date understanding of the topic. It synthesized relevant
research findings, identified common themes and trends, and presented a balanced view of the
benefits, challenges, and best practices associated with gamification in language teaching.
HASIL DAN DISKUSI
Result
Based on the existing literature and previous studies, the research on gamification in language
learning has generally indicated positive outcomes. Some potential results or findings that may
emerge from such research include:
1. Increased motivation: Gamification has been found to enhance student motivation by incorporating
game elements such as points, rewards, and leaderboards. This can lead to increased engagement
and persistence in language learning activities (Mee Mee et al, 3030).
2. Improved learning outcomes: Gamification has the potential to improve learning outcomes by
creating an interactive and immersive learning environment. It can facilitate active learning,
problem-solving, and language production, which can contribute to enhanced language skills and
proficiency (Anisa & Supriyadi, 2020).
3. Enhanced engagement and participation: Gamified activities can promote higher levels of
engagement and participation among language learners. The use of game elements and mechanics
can make the learning process more enjoyable, leading to increased student involvement and
interaction (Dehghanzadeh, 2021).
4. Collaborative learning opportunities: Gamification often encourages collaboration and social
interaction among learners. Through gamified activities, students can work together, provide peer
feedback, and engage in collaborative problem-solving, fostering not only language skills but also
interpersonal and teamwork skills (Kayımbaşıoğlu & Haci, 2016).
5. Immediate feedback and progress tracking: Gamification can provide students with immediate
feedback on their performance, allowing them to monitor their progress and identify areas for
improvement. The visual representation of progress and achievements can motivate students to set
goals and track their development (Dehghanzadeh et al, 2021).
Discussion
1. Gamification as a Motivational Tool: The literature review revealed that gamification has a
significant impact on student motivation in English language teaching. By incorporating game
elements such as points, badges, leaderboards, and rewards, gamification creates a sense of
The Role Of Gamification In English Language Teaching: A Literature Review, Ni Putu Wulantari, Azhariah Rachman ,
Mike Nurmalia Sari , Lulu Jola Uktolseja, Agus Rofi'i
2853
achievement and progress, which in turn enhances students' intrinsic motivation (Li et al, 2022).
Studies have consistently shown that motivated learners are more engaged, persistent, and willing
to take risks in their language learning endeavors.
Furthermore, Motivation is of utmost importance in the process of learning English as it serves as a
driving force that sustains learners' effort and commitment over time. When faced with the
challenges and complexities of language acquisition, motivation keeps learners engaged and
actively participating in various language learning activities. Motivated learners willingly invest
their time and energy into practicing the four language skills - listening, speaking, reading, and
writing - which leads to substantial improvements in proficiency. Furthermore, motivation
enhances learners' focus and attention, allowing them to concentrate on learning materials, grasp
language concepts more effectively, and employ efficient learning strategies. By setting clear
goals, motivation provides learners with a sense of purpose and direction, guiding their efforts
towards specific language competencies or milestones. As learners achieve their goals, their
motivation is reinforced, leading to increased self-confidence and a positive cycle of progress.
Ultimately, motivation contributes to a positive and enjoyable learning experience, as learners
approach English language learning with enthusiasm, curiosity, and a growth mindset, creating a
conducive environment for effective language acquisition (Ningsih & Sari, 2021).
2. Enhanced Engagement and Active Learning: Gamification in ELT promotes active learning by
immersing students in interactive and experiential activities. Through gamified language learning
platforms, students engage in meaningful tasks, simulations, and problem-solving scenarios. The
review highlighted that this active engagement improves students' language skills by providing
them with opportunities to practice vocabulary, grammar, listening, and speaking in a fun and
immersive environment.
3. Collaboration and Social Interaction: Another key finding from the literature review was the
positive impact of gamification on collaboration and social interaction among language learners.
Gamified activities often encourage students to work together, solve challenges collectively, and
engage in peer-to-peer feedback. This collaborative aspect of gamification fosters a sense of
community, encourages communication, and enhances interpersonal skills in the language learning
process.
4. Immediate Feedback and Progress Tracking: Gamification allows for immediate feedback and
progress tracking, which are essential elements in effective language learning. Through real-time
feedback mechanisms, students receive instant information about their performance, enabling them
to identify areas for improvement and adjust their learning strategies accordingly. The literature
review emphasized that this timely feedback helps students stay motivated, enhances their self-
awareness, and promotes a growth mindset.
5. Challenges and Considerations: While the benefits of gamification in ELT are significant, the
literature review also highlighted several challenges and considerations. Technological constraints,
2854 Journal on Education, Volume 06, No. 01, September-Desember 2023, hal. 2847-2856
such as limited access to devices or unstable internet connectivity, can hinder the implementation
of gamification strategies. Pedagogical design and integration pose challenges in striking a balance
between gameplay and learning objectives, ensuring that the gamified activities align with
language proficiency goals. Moreover, appropriate assessment and evaluation methods need to be
established to measure the effectiveness of gamification in language learning.
6. Best Practices for Gamification in ELT: Based on the reviewed literature, the literature review
identified several best practices for incorporating gamification into language teaching. Clear
learning goals should be established to provide a sense of purpose and direction. Meaningful game
mechanics, such as narratives, challenges, and progress indicators, should be carefully designed to
engage learners and promote skill development. Personalization and adaptivity, where the gamified
activities adjust to individual learners' needs and preferences, enhance the effectiveness of
gamification. Collaboration and social interaction should be integrated to foster a supportive and
interactive learning environment. Lastly, the review emphasized the importance of selecting
appropriate gamification tools and platforms that align with the specific needs and resources of the
language classroom.
7. Future Directions and Implications: The literature review pointed out several areas for future
research and exploration. Emerging technologies, such as augmented reality (AR) and virtual
reality (VR), hold immense potential for gamification in language teaching. Further investigation is
needed to understand the effectiveness of gamification in online and blended learning
environments. Cultural and contextual factors, including diverse learner backgrounds and
educational settings, should be considered to ensure the applicability and effectiveness of
gamification strategies. Lastly, providing comprehensive teacher training and professional
development programs is crucial to empower educators with the necessary knowledge and skills to
effectively implement gamification in language classrooms.
In conclusion, the literature review revealed that gamification has a significant role to play in
English language teaching. By enhancing motivation, engagement, and active learning, gamification
offers a promising approach to transform the language learning experience. However, challenges such
as technological constraints and pedagogical design considerations must be addressed, and best
practices should be followed to maximize the benefits of gamification. As future research explores
emerging technologies and contextual factors, it is evident that gamification has the potential to
reshape and improve English language teaching practices worldwide.
CONCLUSIONS
The literature review on the role of gamification in English language teaching (ELT) reveals a
wealth of evidence supporting its potential to enhance motivation, engagement, and learning
outcomes. By incorporating game elements and mechanics into language learning, gamification offers
a promising approach to transforming the educational experience for English language learners.
The Role Of Gamification In English Language Teaching: A Literature Review, Ni Putu Wulantari, Azhariah Rachman ,
Mike Nurmalia Sari , Lulu Jola Uktolseja, Agus Rofi'i
2855
The reviewed literature consistently emphasizes the positive impact of gamification on
student motivation. By integrating elements such as points, leaderboards, badges, and rewards,
gamification creates a sense of achievement and progress that fosters intrinsic motivation. Engaged
and motivated learners are more likely to persist in their language learning journey and demonstrate
increased effort and participation.
Gamification also enhances engagement and active learning in ELT. Through interactive and
immersive activities, students are actively involved in vocabulary acquisition, grammar practice, and
language production. The gamified environment provides a safe and enjoyable space for students to
experiment with the language, apply their knowledge, and develop their linguistic skills.
Collaboration and social interaction are other significant outcomes of gamification in
language learning. Gamified activities often encourage students to work together, provide peer
feedback, and engage in collaborative problem-solving. This not only enhances language skills but
also fosters interpersonal skills, communication, and teamwork.
Immediate feedback and progress tracking mechanisms in gamification provide valuable
learning opportunities. Students receive real-time feedback on their performance, enabling them to
identify areas for improvement and adjust their learning strategies. Additionally, the visual
representation of progress and achievements motivates students to set goals and monitor their
development.
However, implementing gamification in ELT is not without challenges. Technological
constraints, pedagogical design considerations, and assessment methods require careful attention.
Teachers and educators need to strike a balance between the fun and engaging aspects of gamification
and the learning objectives of the language curriculum. Furthermore, appropriate training and
professional development opportunities are necessary to equip educators with the knowledge and
skills to effectively incorporate gamification into their teaching practices.
In conclusion, the literature review demonstrates that gamification holds great promise for
enhancing English language teaching. Its ability to increase motivation, engagement, collaboration,
and active learning makes it a valuable tool in the language classroom. By embracing gamification
and its best practices, educators and stakeholders can create dynamic and immersive learning
experiences that empower students to become proficient and confident English language users.
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