The Role of Gamified Instruction in Promoting Vocabulary Proficiency and Self-Efficacy Among Junior High English Students

Authors

  • Rachmat Awaludin Yusuf Universitas PGRI Delta Sidoarjo Author
  • Slamet Ardea Universitas PGRI Delta Sidoarjo Author

DOI:

https://doi.org/10.63011/tr9ca605

Keywords:

English language, gamification, junior high, self-efficacy, vocabulary acquisition

Abstract

Despite growing interest in gamified pedagogy, research on its impact on English vocabulary acquisition among junior high learners remains limited, particularly in contexts outside higher education, where cognitive and affective outcomes are underexplored. This study aimed to examine the role of gamified instruction in enhancing vocabulary proficiency and self-efficacy among junior high English students. Employing a quasi-experimental design, the research was conducted at a private junior high school in East Java, Indonesia, involving 64 seventh-grade students. Data were collected through pre- and post-tests measuring vocabulary mastery, while qualitative insights were obtained from structured interviews with six selected participants regarding gamified activities and self-efficacy. The findings indicated that gamified instruction facilitated substantial gains in vocabulary acquisition and strengthened learners’ confidence in using English; however, variability in engagement emerged, with some students encountering difficulties during highly competitive or cognitively demanding tasks. Collaborative gamified exercises promoted peer interaction and active participation, yet occasional cognitive strain highlighted the importance of adaptive scaffolding and carefully calibrated challenge levels. Overall, the study demonstrates that gamification can meaningfully support junior high English learning while emphasizing the need for strategic design tailored to learner readiness and task complexity.

References

Al-Aosail, A. B. F., Lamouchi, A., Ibrahim, S. A., Gafar, M. G., & Hafez, W. E. (2024). Digital games for learning vocabulary: The effects on foreign language anxiety, buoyancy, online engagement, and vocabulary learning. Computer-Assisted Language Learning Electronic Journal, 25(4), 27–50.

Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191–215. https://doi.org/10.1037/0033-295X.84.2.191

Basthomi, Y., Ivone, F. M., Kharis, M., & Slamet, J. (2025). Gamifying English proficiency: A needs analysis for EFL student course design. Online Learning Journal, 29(2), 241–268. https://doi.org/https://doi.org/10.24059/olj.v29i2.4506

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa

Cancino, M., & Viguera, C. (2024). The impact of a gamified approach on vocabulary learning and vocabulary self-efficacy: Evidence from a Chilean primary EFL school. Revista de Lingüística y Lenguas Aplicadas, 19, 33–43. https://doi.org/10.4995/rlyla.2024.19932

Chowdhury, M., Dixon, L., Kuo, L.-J., Donaldson, J. P., Eslami, Z., Viruru, R., & Luo, W. (2024). Digital game-based language learning for vocabulary development. Computers and Education Open, 6, 100160. https://doi.org/10.1016/j.caeo.2024.100160

Dewi, O. T. S., & Slamet, J. (2025). Formative ELF-based assessment of spoken communication via learning management system in a culturally diverse classroom. Discover Education, 4(1), 516. https://doi.org/10.1007/s44217-025-00970-0

Ensmann, S., & Whiteside, A. L. (2022). “It helped to know I wasn’t alone”: Exploring student satisfaction in an online community with a gamified, social media-like instructional approach. Online Learning, 26(3), 22–45. https://doi.org/10.24059/olj.v26i3.3340

Erdiana, L., Dziqy, A. N. A., Farouq, A. Al, & Slamet, J. (2025). Enhancing listening comprehension in non-English majors through AI-integrated gamified formative assessment. Applied Research on English Language, 14(3), 1–26. https://doi.org/https://doi.org/10.22108/are.2025.144695.2475

Farhane, H. (2025). An investigation of the effect of Kahoot on vocabulary retention among Moroccan EFL secondary school students: A quasi-experimental study. Journal of English Language Teaching and Applied Linguistics, 7(3), 242–257. https://doi.org/10.32996/jeltal.2025.7.3.25

Ferdiansyah, H., Rafi, M. F., Utama, A. P., Aprilia, T., & Slamet, J. (2025). Assessing learning outcomes and self-directed learning through gamification in LMS. Social Sciences & Humanities Open, 12, 101696. https://doi.org/10.1016/j.ssaho.2025.101696

Fithriani, R. (2021). The utilization of mobile-assisted gamification for vocabulary learning: Its efficacy and perceived benefits. Computer-Assisted Language Learning Electronic Journal, 22(3), 146–163. https://callej.org/index.php/journal/article/view/357

Gao, Y., & Pan, L. (2023). Learning English vocabulary through playing games: The gamification design of vocabulary learning applications and learner evaluations. The Language Learning Journal, 51(4), 451–471. https://doi.org/10.1080/09571736.2023.2217828

Hidayati, D., & Slamet, J. (2025). Interactive multimedia via LMS on a reading comprehension course: Enhancing engagement and learning outcomes in Islamic higher education. Journal of Studies in the English Language, 20(1), 95–122. https://so04.tci-thaijo.org/index.php/jsel/article/view/277426

Huei, L. S., Yunus, M. M., & Hashim, H. (2021). Strategy to improve English vocabulary achievement during COVID-19 epidemic. Does quizizz help? Journal of Education and E-Learning Research, 8(2), 135–142. https://doi.org/10.20448/JOURNAL.509.2021.82.135.142

Ikhwan, S., Sugiarti, S., Hidayati, D., Slamet, J., & Hidayat, Y. (2025). A gamification-based reading comprehension course in learning management system: Enhancing learning outcomes, critical thinking, and self-directed learning skills for Islamic undergraduate students. Applied Research on English Language, 14(4), 211–238. https://doi.org/10.22108/are.2025.146587.2609

Jia, W., Pack, A., Guan, Y., Zhang, L., & Zou, B. (2025). The influence of game-based learning media on academic English vocabulary learning in the EFL context. Computer Assisted Language Learning, 38(5–6), 1341–1365. https://doi.org/10.1080/09588221.2023.2276800

Khodabandeh, F., & Mombini, A. (2024). Exploring the effect of augmented reality technology on high school students’ vocabulary learning, personality traits, and self-efficacy in flipped and blended classes. Education and Information Technologies. https://doi.org/10.1007/s10639-024-12486-5

Lin, C.-H., Zhou, K., Yang, S., & Sun, Z. (2023). Developing an evaluation framework for vocabulary-learning apps. Interactive Learning Environments, 31(10), 7377–7391. https://doi.org/10.1080/10494820.2022.2068037

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

Mendoza, N. B., & Yan, Z. (2021). Validation of a Subject-Specific Student Self-Assessment Practice Scale (SaPS) Among Secondary School Students in the Philippines. Journal of Psychoeducational Assessment, 39(4), 481–493. https://doi.org/10.1177/0734282921994374

Namaziandost, E., Tavakoli, M., & Izadpanah, S. (2021). Investigating EFL learners’ knowledge of vocabulary and idiomatic expressions in a culture-based instructional environment. Studies in English Language and Education, 8(3), 1080–1093. https://doi.org/10.24815/siele.v8i3.22543

Permata, A. P. I., Arifani, Y., & Asari, S. (2024). Gamification in a flipped classroom using articulate storyline for junior high school students’ vocabulary mastery. JEELS (Journal of English Education and Linguistics Studies), 12(1), 51–80. https://doi.org/10.30762/jeels.v11i2.3803

Ramadhana, D., Basthomi, Y., & Zen, E. L. (2023). Correlation analysis of academic perfectionism, self-efficacy, and burnout among English department learners. VELES (Voices of English Language Education Society), 7(2), 300–311. https://doi.org/10.29408/veles.v7i2.18309

Rezai, A., Soyoof, A., & Reynolds, B. L. (2024). Effectiveness of informal digital learning of English on EFL learners’ vocabulary knowledge: A mixed-methods investigation. Computer Assisted Language Learning, 1–26. https://doi.org/10.1080/09588221.2024.2350419

Rokhman, N. M., Adnan Latief, M., Suryati, N., & Artikel Abstrak, I. (2021). Learners’ anxiety, self-efficacy, and personality as predictors of learners’ speaking performance. Jurnal Pendidikan, 6(1), 103–108. http://journal.um.ac.id/index.php/jptpp/

Romsi, A., Widodo, J. P., & Slamet, J. (2024). Empowering slow learners: Gamification’s impact on students’ engagement and academic performance in an LMS for undergraduate students. International Journal of Information and Education Technology, 14(2), 193–203. https://doi.org/10.18178/ijiet.2024.14.2.2040

Saleh, A. M., & Althaqafi, A. S. A. (2022). The effect of using educational games as a tool in teaching English vocabulary to Arab young children: A quasi-experimental study in a kindergarten school in Saudi Arabia. Sage Open, 12(1). https://doi.org/10.1177/21582440221079806

Schunk, D. H., & DiBenedetto, M. K. (2021). Self-efficacy and human motivation (pp. 153–179). https://doi.org/10.1016/bs.adms.2020.10.001

Selivan, L. (2023). Corpus linguistics and vocabulary teaching. In Demystifying Corpus Linguistics for English Language Teaching (pp. 139–161). Springer International Publishing. https://doi.org/10.1007/978-3-031-11220-1_8

Shi, Y., & Tsai, C. (2024). Fostering vocabulary learning: Mind mapping app enhances performances of EFL learners. Computer Assisted Language Learning, 37(4), 634–686. https://doi.org/10.1080/09588221.2022.2052905

Slamet, J. (2024). Potential of ChatGPT as a digital language learning assistant: EFL teachers’ and students’ perceptions. Discover Artificial Intelligence, 4(1), 46. https://doi.org/10.1007/s44163-024-00143-2

Slamet, J., & Basthomi, Y. (2024). Assessing gamification-based LMS for EFL students: A self-directed learning framework. Studies in Linguistics, Culture, and FLT, 12(2), 100–122. https://doi.org/10.46687/CVHT3942.%20

Slamet, J., & Basthomi, Y. (2025). Examining the challenges and opportunities of ChatGPT in EFL education: A systematic literature review. Journal of University Teaching and Learning Practice, 22(2), 1–26. https://doi.org/10.53761/deezkh88

Slamet, J., Basthomi, Y., Ivone, F. M., & Eliyanah, E. (2024a). Unlocking the potential in a gamification-based MOOC: Assessing autonomous learning and self-directed learning behaviors. Teaching and Learning Inquiry, 12, 1–20. https://doi.org/10.20343/teachlearninqu.12.19

Slamet, J., Basthomi, Y., Ivone, F. M., & Eliyanah, E. (2024b). Utilizing an SDL approach in designing a gamification-based MOOC to enhance autonomous learning. Journal of Information Technology Education: Research, 23, 010. https://doi.org/10.28945/5278

Slamet, J., Basthomi, Y., Ivone, F. M., & Eliyanah, E. (2025a). A needs analysis for designing a gamification-based MOOC in English for specific purposes. Studies in Linguistics, Culture, and FLT, 13(1), 120–139. https://doi.org/10.46687/ULRS1031

Slamet, J., Basthomi, Y., Ivone, F. M., & Eliyanah, E. (2025b). Promoting autonomous learning in ESP courses through a gamified MOOC platform: A self-directed learning framework. Journal of Educators Online, 22(2). https://doi.org/10.9743/JEO.2025.22.2.7

Slamet, J., & Kweldju, S. (2025). Post-humanist pedagogies in e-learning for English language teaching: Insights from Indonesian doctorate students. Language Related Research, 16(5), 125–159. https://doi.org/10.48311/LRR.16.5.5

Slamet, J., & Mukminatien, N. (2024). Developing an online formative assessment instrument for listening skill through LMS. LEARN Journal: Language Education and Acquisition Research Network, 17(1), 188–211. https://so04.tci-thaijo.org/index.php/LEARN/index

Wang, Y., Shen, B., & Yu, X. (2021). A latent profile analysis of EFL learners’ self-efficacy: Associations with academic emotions and language proficiency. System, 103(March), 102633. https://doi.org/10.1016/j.system.2021.102633

Widodo, J. P., Musyarofah, L., Atmaja, I. W. W., & Slamet, J. (2023). Effectiveness eLSIDA as a Moodle-based LMS on the slow learners’ achievements. Proceedings of the 3rd International Conference on Education and Technology (ICETECH 2022), 40–49. https://doi.org/10.2991/978-2-38476-056-5_7

Widodo, J. P., Musyarofah, L., & Slamet, J. (2025). The impact of digital-interactive-book gamification-based instruction on academic learning outcomes of students who learn at their own pace: Insight from Indonesia. MEXTESOL Journal, 49(2), 1–11.

Widodo, P., Subandowo, M., Musyarofah, L., & Slamet, J. (2023). Interactive gamification-flip-book for developing students’ outcomes. Advances in Mobile Learning Educational Research, 3(2), 754–762. https://doi.org/10.25082/AMLER.2023.02.002

Zafar, A. U., Shahzad, M., Shahzad, K., Appolloni, A., & Elgammal, I. (2024). Gamification and sustainable development: Role of gamified learning in sustainable purchasing. Technological Forecasting and Social Change, 198. https://doi.org/10.1016/j.techfore.2023.122968

Downloads

Published

2026-01-18

How to Cite

The Role of Gamified Instruction in Promoting Vocabulary Proficiency and Self-Efficacy Among Junior High English Students. (2026). Journal Scholarly Teaching Research and New Approaches in Various Academic Innovations (Journal STRANOVIA), 2(1), 24-42. https://doi.org/10.63011/tr9ca605