2022
DOI: 10.12973/ijem.8.4.719
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Game-Based Learning in Higher Education: The Pedagogical Effect of Genially Games in English as a Foreign Language Instruction

Abstract: <p style="text-align: justify;">This study aimed to analyze the effect of game-based learning (GBL) through the use of Genially in English as a foreign language (EFL) online instruction. The participants were 61 EFL undergraduate students, who were distributed into an experimental group (32 students), and a control group (29 students). Their ages ranged from 22 to 56 years old, and their English proficiency level was B1, according to the Common European Framework of References (CEFR). The students were e… Show more

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Cited by 11 publications
(7 citation statements)
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“…Based on the results of the n-gain test, it is known that genially interactive media is effective in overcoming existing problems, namely improving the learning outcomes of students in class IVB SDN Tambakaji 05 because it has shown a level of success with an average increase. This is in line with this research where the development of interactive media Genially can improve student understanding which has an impact on improving student learning outcomes, but there are significant differences where previous research developed Genially-based learning media in Office Management subjects for Vocational High School students while researchers researched Natural and Social Science subjects for Elementary School students (Churiyah, 2023;Solano, 2022). The utilization of Genially as an interactive learning media has a significant positive impact on student engagement in the learning process.…”
Section: Discussionsupporting
confidence: 77%
“…Based on the results of the n-gain test, it is known that genially interactive media is effective in overcoming existing problems, namely improving the learning outcomes of students in class IVB SDN Tambakaji 05 because it has shown a level of success with an average increase. This is in line with this research where the development of interactive media Genially can improve student understanding which has an impact on improving student learning outcomes, but there are significant differences where previous research developed Genially-based learning media in Office Management subjects for Vocational High School students while researchers researched Natural and Social Science subjects for Elementary School students (Churiyah, 2023;Solano, 2022). The utilization of Genially as an interactive learning media has a significant positive impact on student engagement in the learning process.…”
Section: Discussionsupporting
confidence: 77%
“…Indeed, given the significance of syntax and lexicon in teaching a foreign language, a wide array of games has been meticulously devised to foster students’ enthusiasm and active participation during their lessons. Evidently, as asserted by Cárdenas-Moncada et al [ 38 ], incorporating games into grammar teaching, and especially into vocabulary teaching, proves highly beneficial, not merely in enhancing students’ comprehension but also in fostering an animated and dynamic learning environment within the classroom [ 19 ].…”
Section: Discussionmentioning
confidence: 99%
“…The study demonstrated how the use of this platform trained and enhanced learners’ capacity to acquire and retain new lexical items. Additional research [ 19 ] makes reference to foreign language acquisition in terms of lexicon expansion through the utilization of gaming activities, such as software and computer-based programs.…”
Section: Introductionmentioning
confidence: 99%
“…In addition, the use of a game-based learning (GBL) approach through platforms such as Genially has been shown to significantly improve English language learners' grammar and vocabulary knowledge (Cabrera, 2022). The use of online and role games not only improves students' concentration but also promotes active and collaborative learning, increasing their interest and creativity in the learning process, because students feel more comfortable and motivated to learn in an environment with social interaction by performing tasks embedded in games (Torres-Rodríguez & Martínez-Granada, 2022).…”
Section: Ict Tools Used In Efl Classroommentioning
confidence: 99%