Leveling up English: The impact of digital gamified learning on tertiary EFL students’ motivation and performance

Authors

  • Abdul Ayiz English Education Department, Faculty of Teacher Trainer and Education, Universitas Duta Bangsa Surakarta, Indonesia https://orcid.org/0009-0008-7701-0916
  • Arif Suryo Priyatmojo English Education Department, Faculty of Language and Art, Universitas Negeri Semarang, Indonesia https://orcid.org/0000-0002-1024-8291
  • Widya Aulia English Education Department, Faculty of Teacher Trainer and Education, Universitas Duta Bangsa Surakarta, Indonesia

DOI:

https://doi.org/10.61251/ijoep.v2i3.243

Keywords:

academic performance, digital gamified learning, EFL motivation, Quizizz

Abstract

The integration of digital gamified learning has emerged as a transformative pedagogical innovation in higher education, particularly in English as a Foreign Language (EFL) instruction. This study examined the effect of gamified learning platforms, specifically Quizizz, on tertiary-level EFL students’ motivation and academic performance. Employing a quasi-experimental design, 80 undergraduate students were assigned to either an experimental group (n = 40), which received instruction through gamified activities, or a control group (n = 40), which engaged in conventional learning methods. Data were obtained through pre- and post-tests alongside a standardized motivation scale. Independent samples t-tests demonstrated that the experimental group significantly outperformed the control group in both motivation (t(78) = 4.52, p < .001) and performance (t(78) = 5.11, p < .001). The results indicated a substantial improvement in the experimental group’s post-test scores (M = 85.47, SD = 4.62) compared to the control group (M = 78.15, SD = 5.08). Similarly, motivational levels increased markedly, with higher mean ratings reported by the experimental cohort. These findings underscore the efficacy of digital gamification as a pedagogical tool to enhance learner engagement and achievement in EFL contexts. The study not only reinforces the relevance of integrating gamified approaches in tertiary language education but also provides empirical evidence for their role in sustaining motivation and improving performance.

Author Biographies

Abdul Ayiz, English Education Department, Faculty of Teacher Trainer and Education, Universitas Duta Bangsa Surakarta, Indonesia

Abdul Ayiz is a dedicated lecturer at Universitas Duta Bangsa Surakarta, Faculty of Law and Business. With expertise in English Teaching Pedagogy, he excels in teaching both young learners and adults. His scholarly contributions include numerous articles focusing on innovative EFL teaching strategies, such as the Graphic Organizer, Engage Study and Activate (ESA) framework, the Flashcard Method for young learners, and Peer Teaching as a means to alleviate public speaking anxiety. Currently, Abdul Ayiz is expanding his research interests into Computer-Assisted Language Learning (CALL) and the integration of Artificial Intelligence (AI) in EFL and ESL contexts. Through his work, he continues to pioneer effective methodologies for enhancing English language learning in diverse educational settings.

Arif Suryo Priyatmojo, English Education Department, Faculty of Language and Art, Universitas Negeri Semarang, Indonesia

Arif Suryo Priyatmojo is a full-time lecturer in the English Department, Faculty of Languages and Arts, Universitas Negeri Semarang, Indonesia.

Widya Aulia, English Education Department, Faculty of Teacher Trainer and Education, Universitas Duta Bangsa Surakarta, Indonesia

Widya Aulia is an active student at Universitas Duta Bangsa Surakarta and passionate in researching of English education field.

References

Adzmi, N. A., Bidin, S., Selvaraj, B., & Saad, S. (2024). The Role of Gamification in Enhancing Engagement and Motivation in Language Learning. International Journal of Research and Innovation in Social Science, VIII(IX), 2402–2411. https://doi.org/10.47772/IJRISS.2024.8090197

Ahmed, A. A. A., Ampry, E. S., Komariah, A., Hassan, I., Thahir, I., Hussein Ali, M., Fawzi Faisal, A., & Zafarani, P. (2022). Investigating the Effect of Using Game-Based Learning on EFL Learners’ Motivation and Anxiety. Education Research International, 2022(1), 6503139. https://doi.org/10.1155/2022/6503139

Ahmed, W. M. A. (2021). Exploring EFL university learners’ acquisition of advanced reading skills in the Yemeni context. Indonesian Journal of Applied Linguistics, 10(3), Article 3. https://doi.org/10.17509/ijal.v10i3.31765

Akgül, Ö., & Güler, M. (2025). Individual versus collaborative learning: Impact of gamification on achievement and student engagement. The Journal of Educational Research. https://doi.org/10.1080/00220671.2025.2548576

Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational gamification vs game-based learning: Comparative study. International Journal of Emerging Technologies in Learning, 11(2), 57–63. https://doi.org/10.3991/ijet.v11i02.5289

Aldalur, I., & Perez, A. (2023). Gamification and discovery learning: Motivating and involving students in the learning process. Heliyon, 9(1), e13135–e13135. https://doi.org/10.1016/j.heliyon.2023.e13135

Al-Jamili, O., Aziz, M., Mohammed, F., Almogahed, A., & Alawadhi, A. (2024). Evaluating the efficacy of computer games-based learning intervention in enhancing English speaking proficiency. Heliyon, 10(16), e36440–e36440. https://doi.org/10.1016/j.heliyon.2024.e36440

Almusharraf, N., Aljasser, M., Dalbani, H., & Alsheikh, D. (2023). Gender differences in utilizing a game-based approach within the EFL online classrooms. Heliyon, 9(2), e13136. https://doi.org/10.1016/j.heliyon.2023.e13136

Anggoro, K. J., & Pratiwi, D. I. (2023). Fostering Self-Assessment in English Learning with a Generative AI Platform: A Case of Quizizz AI. Studies in Self-Access Learning Journal, 14(4), 489–501. https://doi.org/10.37237/140406

Bali, S., Chen, T.-C., & Liu, M.-C. (2025). Behavioral Intentions of Low-Achieving Students to Use Mobile English Learning: Integrating Self-Determination Theory, Theory of Planned Behavior, and Technology Acceptance Model Approaches. International Journal of Human–Computer Interaction, 41(9), 5522–5532. https://doi.org/10.1080/10447318.2024.2364142

Boudadi, N. A., & Gutiérrez-Colón, M. (2020). Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: A literature review 2011-2019. The EuroCALL Review, 28(1), 57–69. https://doi.org/10.4995/eurocall.2020.12974

Chen, T., Luo, H., Wang, P., Yin, X., & Yang, J. (2023). The role of pre-class and in-class behaviors in predicting learning performance and experience in flipped classrooms. Heliyon, 9(4), e15234. https://doi.org/10.1016/j.heliyon.2023.e15234

Degirmenci, R. (2021). The Use of Quizizz in Language Learning and Teaching from the Teachers’ and Students’ Perspectives: A Literature Review. Language Education and Technology, 1(1), 1–11. https://langedutech.com/letjournal/index.php/let/article/view/12

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

Fatah, P. F. A. (2025). The Effectiveness of Gamification in Enhancing English Language Learning Outcomes. Jurnal Pendidikan Dan Sastra Inggris, 5(2), 304–320. https://doi.org/10.55606/jupensi.v5i2.5238

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019

Hong, J. C., Hwang, M. Y., Liu, Y. H., & Tai, K. H. (2022). Effects of gamifying questions on English grammar learning mediated by epistemic curiosity and language anxiety. Computer Assisted Language Learning, 35(7), 1458–1482. https://doi.org/10.1080/09588221.2020.1803361

Katemba, C. V., & Sinuhaji, G. V. (2021). Can ESA Method Through Quizizz Games Enhance Vocabulary Knowledge? International Journal of Game-Based Learning (IJGBL), 11(3), 19–37. https://doi.org/10.4018/IJGBL.2021070102

Khan, A., Ahmad, F. H., & Malik, M. M. (2017). Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference. Education and Information Technologies, 22(6), 2767–2804. https://doi.org/10.1007/s10639-017-9622-1

Liu, I. F. (2024). Gamified mobile learning: effects on English learning in technical college students. Computer Assisted Language Learning, 37(5-6), 1397-1420. https://doi.org/10.1080/09588221.2022.2080717

Meilani, P. R., Talib, A., & Korompot, C. A. (2024). Using Problem Based Learning Strategy to Improving Student’s Vocabulary Mastery. International Journal of Business English and Communication, 2(2), 77-86. https://doi.org/10.26858/ijobec.v2i2.1920

Muhammad, M., Muchyidin, M. S., Asyar, W. I., & Nafâ€TMihima, F. A. (2024). Exploring Studentsâ€TM Perceptions and Motivation in Using Quizizz for Grammar Program: A Study in Kampung Inggris Pare Kediri. Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP, 11(2), 246–257. https://doi.org/10.33394/jo-elt.v11i2.13337

Pandey, G. P. (2025). From Motivation to Engagement in ELT: Evidence-Based Strategies for Transformation. Journal of Critical Studies in Language and Literature, 6(1), 39–45. https://doi.org/10.46809/jcsll.v6i1.318

Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860

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

Sailer, M., & Sailer, M. (2021). Gamification of in‐class activities in flipped classroom lectures. British Journal of Educational Technology, 52(1), 75–90. https://doi.org/10.1111/bjet.12948

Shen, Z., Lai, M., & Wang, F. (2024). Investigating the influence of gamification on motivation and learning outcomes in online language learning. Frontiers in Psychology, 15. https://doi.org/10.3389/fpsyg.2024.1295709

Sholihah, L. I., & Miranty, D. (2025). Gamified Diagnostic Assessment Using Quizizz: Investigating Motivation and Perceptions of Indonesian ESL Students. Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP, 12(1), 176–191. https://doi.org/10.33394/jo-elt.v12i1.15153

Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(1), 3. https://doi.org/10.1186/s40561-019-0098-x

Vallerand, R. J., Pelletier, L. G., Blais, M. R., Briere, N. M., Senecal, C., & Vallieres, E. F. (1992). The Academic Motivation Scale: A measure of intrinsic, extrinsic, and amotivation in education. Educational and psychological measurement, 52(4), 1003-1017. https://doi.org/10.1177/0013164492052004025

White, M., & Shellenbarger, T. (2018). Gamification of Nursing Education With Digital Badges. Nurse Educator, 43(2), 78. https://doi.org/10.1097/NNE.0000000000000434

Yaccob, N. S., Abd. Rahman, S. F., Azlan Mohamad, S. N., Abdul Rahim, A. A., Khalilah Abdul Rashid, K., Mohammed Abdulwahab Aldaba, A., Md Yunus, M., & Hashim, H. (2022). Gamifying ESL Classrooms through Gamified Teaching and Learning. Arab World English Journal, 8, 177–191. https://doi.org/10.24093/awej/call8.12

Zou, D., Zhang, R., Xie, H., & Wang, F. L. (2021). Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences. Australasian Journal of Educational Technology, 37(2), 152–170. https://doi.org/10.14742/ajet.6682

Downloads

Published

2025-12-13

How to Cite

Ayiz, A., Suryo Priyatmojo, A., & Aulia, W. (2025). Leveling up English: The impact of digital gamified learning on tertiary EFL students’ motivation and performance. Indonesian Journal of Education and Pedagogy, 2(3), 170–179. https://doi.org/10.61251/ijoep.v2i3.243

Issue

Section

Articles