Factors and Challenges in Using Gamification In Teaching ESP

Authors

  • Ahmad Nusi Padang State University
  • Dewirahmadanirwati Padang State University
  • Novia Juita Padang State University
  • Havid Ardi Padang State University

DOI:

https://doi.org/10.36057/jips.v8i1.652

Keywords:

Gamification, Factors and Challenges, ESP, English Lecturers

Abstract

The purpose of this study is to detect the key issues and challenges faced by English lecturers in implementing gamification in teaching English for Specific Purposes (ESP). This study was a qualitative study with case study design. A number of 16 lecturers were participants of this study. The data was collected through structured interviews, and then analyzed the interview responses using content analysis. The result of the study shown that there were factors or issues such as the occurrence of problems like irregularities, objections, and challenges during the game, the creation of a negative competitive environment, the extension of the time allotted for the game, and the creation of a noisy environment were found to be challenges to the use of gamification in the classroom. In addition, technical difficulties and problems with digital games, lack of technology and internet, technology, screen, and game addiction, and health or psychological issues are some of the main reasons why lecturers do not use gamification in their ESP teaching.

Downloads

Download data is not yet available.

Author Biographies

Ahmad Nusi, Padang State University

Language and Art

Dewirahmadanirwati, Padang State University

Langugae Pedagogy, Language and Arts

Novia Juita, Padang State University

Language and Art

Havid Ardi, Padang State University

Language and Art

References

Ahmad, A. M., Rahman, A. A., Saleh, M. H., & Daud, Z. (2024). Diversifying Quranic revision methods using gamification-based teaching material for tahfiz education. International Journal of Evaluation and Research in Education , 13(2), 987–996. https://doi.org/10.11591/IJERE.V13I2.26218 DOI: https://doi.org/10.11591/ijere.v13i2.26218

Al-Dosakee, K., & Ozdamli, F. (2021). Gamification in Teaching and Learning Languages: A Systematic Literature Review. Revista Romaneasca Pentru Educatie Multidimensionala, 13(2), 559–577. https://doi.org/10.18662/RREM/13.2/436 DOI: https://doi.org/10.18662/rrem/13.2/436

Ali, R., & Abdalgane, M. (2022). The Impact of Gamification “Kahoot App” in Teaching English for Academic Purposes. World Journal of English Language, 12(7), 18–27. https://doi.org/10.5430/WJEL.V12N7P18 DOI: https://doi.org/10.5430/wjel.v12n7p18

Alqarni, A., & Alabdan, M. (2022). Exploring teachers’ perspectives on using gamification in teaching science in Saudi Arabia. International Journal of Advanced and Applied Sciences, 9(9), 41–52. https://doi.org/10.21833/IJAAS.2022.09.006 DOI: https://doi.org/10.21833/ijaas.2022.09.006

Alsuhaymi, D. S., & Alotaibi, O. M. (2023). Gamification’s efficacy in enhancing students’ HTML programming skills and academic achievement motivation. Journal of Education and E-Learning Research, 10(3), 397–407. https://doi.org/10.20448/JEELR.V10I3.4738 DOI: https://doi.org/10.20448/jeelr.v10i3.4738

Azar, A. S., & Tan, N. H. I. (2020). The application of ICT techs (mobile-assisted language learning, gamification, and virtual reality) in teaching english for secondary school students in malaysia during covid-19 pandemic. Universal Journal of Educational Research, 8(11 C), 55–63. https://doi.org/10.13189/UJER.2020.082307 DOI: https://doi.org/10.13189/ujer.2020.082307

Baranenkova, N., & Lashuk, N. (2019). FORMATION OF FOREIGN LANGUAGE COMMUNICATIVE COMPETENCE OF STUDENTS OF NON-LINGUISTICS HIGHER EDUCATIONAL INSTITUTIONS BY THE METHOD OF INNOVATIVE DICTATIONS. Educological Discourse, 1–2. https://doi.org/10.28925/2312-5829.2019.1-2.104114 DOI: https://doi.org/10.28925/2312-5829.2019.1-2.104114

BOERU, M. (2023). Aspects of gamification in the ESP program for maritime students. Scientific Bulletin of Naval Academy, XXVI(1), 83–88. https://doi.org/10.21279/1454-864X-23-I1-009 DOI: https://doi.org/10.21279/1454-864X-23-I1-009

Brebera, P., & Bezdíčková, Z. (2019). Supporting blended learning in ESP courses: Switching between “online”, “offline” and “onstage”. Proceedings of the European Conference on E-Learning, ECEL, 2019-November, 93–101. https://doi.org/10.34190/EEL.19.073 DOI: https://doi.org/10.34190/EEL.19.073

Demirbilek, M., Talan, T., & Alzouebi, K. (2022). An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching. International Journal of Technology in Education, 5(4), 654–668. https://doi.org/10.46328/IJTE.358 DOI: https://doi.org/10.46328/ijte.358

Głowacki, J., Kriukova, Y., & Avshenyuk, N. (2018). GAMIFICATION IN HIGHER EDUCATION: EXPERIENCE OF POLAND AND UKRAINE. Advanced Education, 5(10), 105–110. https://doi.org/10.20535/2410-8286.151143 DOI: https://doi.org/10.20535/2410-8286.151143

Ismail, U. S., Makhtar, N. I., Chulan, M., & Ismail, N. (2023). A Model Framework for the Implementation of Gamification in Arabic Teaching in Malaysia. Theory and Practice in Language Studies, 13(11), 2800–2805. https://doi.org/10.17507/TPLS.1311.09 DOI: https://doi.org/10.17507/tpls.1311.09

Kovalenko, I. V., & Skvortsova, T. P. (2022). Game Technologies and Gamification Techniques in Teaching English: An Analysis of Pedagogical Experience. RUDN Journal of Psychology and Pedagogics, 19(2), 382–392. https://doi.org/10.22363/2313-1683-2022-19-2-382-392 DOI: https://doi.org/10.22363/2313-1683-2022-19-2-382-392

Latifah, H., & Fauziah, Z. (2022). Blockchain Teaching Simulation Using Gamification. APTISI Transactions on Technopreneurship, 4(2), 184–191. https://doi.org/10.34306/ATT.V4I2.236 DOI: https://doi.org/10.34306/att.v4i2.236

Lee, K. W. (2023). Effectiveness of gamification and selection of appropriate teaching methods of creativity: Students’ perspectives. Heliyon, 9(10). https://doi.org/10.1016/J.HELIYON.2023.E20420 DOI: https://doi.org/10.1016/j.heliyon.2023.e20420

Mårell-Olsson, E. (2022). Teachers’ Perception of Gamification as a Teaching Design. Interaction Design and Architecture(S), 53, 70–100. https://doi.org/10.55612/S-5002-053-004 DOI: https://doi.org/10.55612/s-5002-053-004

Nieto-Escamez, F. A., & Roldán-Tapia, M. D. (2021). Gamification as Online Teaching Strategy During COVID-19: A Mini-Review. Frontiers in Psychology, 12. https://doi.org/10.3389/FPSYG.2021.648552 DOI: https://doi.org/10.3389/fpsyg.2021.648552

Osipovskaya, E., & Miakotnikova, S. (2020). Using Gamification in Teaching Public Relations Students. Advances in Intelligent Systems and Computing, 916, 685–696. https://doi.org/10.1007/978-3-030-11932-4_64 DOI: https://doi.org/10.1007/978-3-030-11932-4_64

Sandoval-Hernández, I., Molina-Torres, G., León-Morillas, F., Ropero-Padilla, C., González-Sánchez, M., & Martínez-Cal, J. (2023). Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study. BMC Medical Education, 23(1). https://doi.org/10.1186/S12909-023-04576-8 DOI: https://doi.org/10.1186/s12909-023-04576-8

Santosa, M. H., Harismayanti, I., & Jaya Putra, I. N. A. (2022). Technology in Action: Developing Gamification Handbook in English Teaching and Learning for the 21st Century Learners. TESL-EJ, 26(1). https://doi.org/10.55593/EJ.26101A2 DOI: https://doi.org/10.55593/ej.26101a2

Sharizan, S. (2023). Reevaluating the Glorification of Gamification for Unexpected Outcomes in English Language Teaching. Madah: Jurnal Bahasa Dan Sastra, 14(2), 229–244. https://doi.org/10.31503/MADAH.V14I2.642 DOI: https://doi.org/10.31503/madah.v14i2.642

Thanh Thuy, N. T., & Quoc Hung, L. N. (2021). Teachers’ Perceptions of using Gamification Apps in Teaching Speaking Skill to EFL Young Learners. International Journal of Science and Management Studies (IJSMS), 81–97. https://doi.org/10.51386/25815946/IJSMS-V4I5P108 DOI: https://doi.org/10.51386/25815946/ijsms-v4i5p108

Thiagarajah, K., Ng, M. M., Benjamin Jeyaraja, S. S., Gunasehgaran, V., & Maniam, M. (2022). Effectiveness of Gamification Tool in Teaching Vocabulary. International Journal of Academic Research in Business and Social Sciences, 12(9). https://doi.org/10.6007/IJARBSS/V12-I9/14604 DOI: https://doi.org/10.6007/IJARBSS/v12-i9/14604

(2017). The effects of gamification-based teaching practices on student achievement and students’ attitudes toward lessons. Internet and Higher Education, 33, 86–92. https://doi.org/10.1016/J.IHEDUC.2017.02.002 DOI: https://doi.org/10.1016/j.iheduc.2017.02.002

Downloads

Published

2024-04-05

How to Cite

Nusi, A., Dewirahmadanirwati, D., Novia, N., & Ardi, H. (2024). Factors and Challenges in Using Gamification In Teaching ESP. Jurnal Ilmiah Pendidikan Scholastic, 8(1), 15–25. https://doi.org/10.36057/jips.v8i1.652

Most read articles by the same author(s)