The Effect of Using Gamification In English Learning At SMA Negeri 5 Takalar

Authors

  • Nur Irfani Universitas Muhammadiyah Makassar, Indonesia
  • Erwin Akib Universitas Muhammadiyah Makassar, Indonesia
  • Hasnawati Latief Universitas Muhammadiyah Makassar, Indonesia

DOI:

https://doi.org/10.56983/jcie.v8i1.1005

Keywords:

Gamification

Abstract

This study investigates the effectiveness of the Gamification strategy in enhancing reading comprehension among Grade 11 students at SMA Negeri 5 Takalar. As innovative, student-centered approaches become increasingly urgent in modern education, this research offers empirical insight into the application of gamification in language learning. A quasi-experimental quantitative design was employed, involving 30 purposively selected students. Data were collected through pre- and post-tests administered to both experimental and control groups. Results show a substantial improvement in the experimental group’s reading scores (from 50.53 to 89.20), compared to the control group (from 48.53 to 64.93). Statistical analysis revealed a significant difference (p = 0.000 < 0.05), and the effect size of 2.3 indicates a strong impact. These findings demonstrate that the Gamification strategy significantly improves reading comprehension and contributes to the development of engaging, effective English learning practices in secondary education.

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Published

2025-06-30

How to Cite

Irfani, N. ., Akib , E. ., & Latief, H. . (2025). The Effect of Using Gamification In English Learning At SMA Negeri 5 Takalar . Journal of Computer Interaction in Education, 8(1), 22–33. https://doi.org/10.56983/jcie.v8i1.1005

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