Exploring Nuances of EFL Student Engagement in Game-Based English Learning: A Qualitative Case Study
DOI:
https://doi.org/10.35961/salee.v6i2.2073Keywords:
English language learning, Game-based learning, Student engagement, Students’ perceptionAbstract
English language learning plays an important role in developing EFL students' competencies in the era of globalization, yet low student engagement remains a major challenge due to monotonous learning methods. This study aims to investigate how Game-Based Learning (GBL) enhances students' engagement as well as explore their experiences during the learning process. Using thematic analysis, the findings show that GBL encourages behavioural engagement through active participation, collaboration, and adherence to game rules; emotional engagement through fun, enthusiasm in group learning, and excitement during competition; and cognitive engagement through increased curiosity, use of strategies, and reflection on self-development. The implications of this study suggest that teachers need to integrate game elements that support peer teaching, emotional safety and strategic thinking - such as time-based group games or language puzzles - tailored to students' ability levels to create more inclusive, fun and meaningful learning.
References
Adipat, S., Laksana, K., Busayanon, K., Ausawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based learning: The fundamental concepts. International Journal of Technology in Education, 4(3), 542–552. https://doi.org/10.46328/ijte.169
Al-Khayat, M. R., Gargash, M. U., & Atiq, A. F. (2023). The effectiveness of game-based learning in enhancing students’ motivation and cognitive skills. Journal of Education and Teaching Methods ISSN, 2(3), 50–62. https://doi.org/10.58425/jetm.v2i3.199
Alotaibi, M. S. (2024). Game-based learning in early childhood education: A systematic review and meta-analysis. Frontiers in Psychology, 15. https://doi.org/10.3389/fpsyg.2024.1307881
Alshehri, E. (2017). Using learners’ first language in EFL classrooms. IAFOR Journal of Language Learning, 3(1).
Angrosino, M. (2007). Doing ethnographic and observational research. SAGE Publications Ltd. https://doi.org/10.4135/9781849208932
Beg, M. S. (2021). Role of motivation in English language learning: A real challenge. The Creative Launcher, 6(4), 224–229. https://doi.org/10.53032/tcl.2021.6.4.33
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).
Braun, V., & Clarke, V. (2021). Thematic analysis: A practical guide (1st edition). SAGE Publications.
Cao, H., Xiao, X., & Yao, C. (2024). Improving EFL learners’ self-confidence in English-speaking performance with World Englishes teaching. English Today, 1–11. https://doi.org/10.1017/S0266078424000269
Cents-Boonstra, M., Lichtwarck-Aschoff, A., Denessen, E., Aelterman, N., & Haerens, L. (2020). Fostering student engagement with motivating teaching: An observation study of teacher and student behaviours. Research Papers in Education, 36(6), 754–779. https://doi.org/10.1080/02671522.2020.1767184
Chatzipanteli, A., & Adamakis, A. (2022). Social interaction through structured play activities and games in early childhood. In P. G. Madrona (Ed.), Handbook of research on using motor games in teaching and learning strategy (pp. 80–99). Information Science Reference.
Daqiq, B., Akramy, S. A., & Barati, A. M. (2024). The impacts of English language proficiency on employment opportunities. American Journal of Science Education Research. https://doi.org/10.47991/2835-6764/AJSER-183
Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Springer US. https://doi.org/10.1007/978-1-4899-2271-7
Ertesvåg, S. K., Havik, T., Vaaland, G. S., & Lerang, M. S. (2024). Teachers’ instructional support and students’ peer relationships in the classroom. Teachers and Teaching, 1–15. https://doi.org/10.1080/13540602.2024.2389394
Eyupoglu, T. F., & Nietfeld, J. L. (2019). Intrinsic motivation in game-based learning environments. In D. Ifenthaler & Y. J. Kim (Eds.), Game-Based Assessment Revisited (pp. 85–102). https://doi.org/10.1007/978-3-030-15569-8_5
Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59–109. https://doi.org/10.3102/00346543074001059
Gulnoza, A. (2024). The role of game-based problem-solving tasks and decision-making scenarios in developing critical thinking skills in ESL learners. PEDAGOGS International Research Journal, 71(1), 183–186. https://scientific-jl.org/index.php/ped/
Han, S., Li, Y., & Haider, S. A. (2022). Impact of foreign language classroom anxiety on higher education students’ academic success: Mediating role of emotional intelligence and moderating influence of classroom environment. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.945062
Jiao, S., Jin, H., You, Z., & Wang, J. (2022). Motivation and its effect on language achievement: Sustainable development of Chinese middle school students’ second language learning. Sustainability, 14(16), 9918. https://doi.org/10.3390/su14169918
Kashefian-Naeeini, S., Shokrpour, N., & Pakdel, F. (2024). Optimizing EFL learning: Exploring the role of learner background factors and the nuances of their effects on intrinsic and extrinsic motivation among university students in a mixed-methods study. BMC Psychology, 12(1), 535. https://doi.org/10.1186/s40359-024-02034-8
Kurniawan, A., & Nikmah, N. (2023). Writing skills by using songs lyrics at eleventh grade of SMAN 12 Kabupaten Tangerang in the academic year 2023–2024. Prosiding SEPEKAN Seminar Nasional Ilmu Pendidikan, 1.
Latifa, A., Melani, M., Reflinda, & Roza, V. (2024). The correlation between students’ engagement and students’ academic achievement in learning English at 11th grade of MAN 4 Agam. Education Achievment: Journal of Science and Research, 5(3). http://pusdikra-publishing.com/index.php/jsr
Mahmoudi, S., & Mahmoudi, A. (2015). Internal and external factors affecting learning English as a foreign language. International Journal of Language and Linguistics, 3(5), 313. https://doi.org/10.11648/j.ijll.20150305.16
Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of digital game-based learning on student engagement and motivation. Computers, 12(9), 177. https://doi.org/10.3390/computers12090177
Nguyen, T.-D. T., & Tran, T. Q. (2023). Unpacking psychological factors affecting EFL students’ online language learning engagement. LEARN Journal: Language Education and Acquisition Research Network, 16(2), 429–450. https://so04.tci-thaijo.org/index.php/LEARN/index
Özkaya, M. N., & Baykal, G. E. (2025). Investigating the motivational game elements in game-based interventions in school context: A literature review. Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems, 1–16. https://doi.org/10.1145/3706598.3714247
Patton, M. Q. (2014). Qualitative research & evaluation methods (4th Edition). SAGE Publications.
Perangin-Angin, A. P., Tarigan, B., & Mono, U. (2022). Improving student’s listening skill through bingo game: A classroom action research at fifth grade students in Sidomulyo. LingPoet: Journal of Linguistics and Literary Research, 3(3), 28–35. http://talenta.usu.ac.id/lingpoet
Pho, A., & Dinscore, A. (2015). Game-based learning. Association of College and Research Libraries (ACRL). https://acrl.ala.org/IS/wp-content/uploads/2014/05/spring2015.pdf
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2016). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533
Shao, Y., Kang, S., Lu, Q., Zhang, C., & Li, R. (2024). How peer relationships affect academic achievement among junior high school students: The chain mediating roles of learning motivation and learning engagement. BMC Psychology, 12(1), 278. https://doi.org/10.1186/s40359-024-01780-z
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
Stephanie, D. R., Hallifax, S., Serna, A., Marty, J. C., Stephane, S., & Lavoue, E. (2022). The impact of game elements on learner motivation: Influence of initial motivation and player profile. IEEE Transactions on Learning Technologies, 15(1), 42–54. https://doi.org/10.1109/TLT.2022.3153239
Syahroni, A. I., & Wahono, S. S. (2024). How is hot-seat game in the EFL students’ perception in learning English speaking skill? TELL-US (Teaching English Linguistic Literature Usage) Journal, 10(1). https://doi.org/10.22202/tus.2024.v10i1.7889
Xiani, L. (2023). Interactive teaching and its influence on academic motivation of students in a selected secondary vocational school in China. Pacific International Journal, 6(4), 85–91. https://doi.org/10.55014/pij.v6i4.481
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Muhammad Israfil, Roslaini

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.







