INVESTIGATING THE USE OF GAMFICATION IN READING COMPREHENSION

Authors

  • Yoseph Dwi Septianto Universitas 17 Agustus 1945 Banyuwangi

DOI:

https://doi.org/10.62734/jetling.v4i2.589

Keywords:

Gamification, Reading Comprehension, Competitive Aspect, Classroom Environment

Abstract

The lack of reading comprehension poses a significant challenge in developing countries  such as Indonesia where the English Proficiency Index ranks the country at 79 which according  to Education First is considered low. To address this issue the purpose of this study is to investigate  the use of gamification in reading comprehension through a qualitative case study research design.  This study involved the students of 3rd semester from one of the university in Banyuwangi, East  Java with 38 total students. However, 24 students participated for open ended questionnaires and 7 students has consented and voluntarily become participants for one –on-one interview and focus group discussion. The data were analyzed quantitatively and qualitatively. The findings of this study revealed that gamification  platform transform their classroom environment into more active and engaging affecting their  reading comprehension by making them focus better and attentive towards the subject taught by  the educator, key elements that strongly affected their reading comprehension is the competitive  aspect particularly the leaderboard, challenges, and time limits. However due the time constraint  contained within the gamification platform poses a challenge for deeper comprehension.

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Published

2025-05-01

How to Cite

Septianto, Y. D. (2025). INVESTIGATING THE USE OF GAMFICATION IN READING COMPREHENSION . Journal of English Teaching and Learning, 4(2), 81–99. https://doi.org/10.62734/jetling.v4i2.589