The Using Blooket Web as a Teaching Medium on Students’ Motivation to Learn English as a Second Language

Authors

  • Prayoga Eka Krisna Erlangga Universitas 17 Agustus 1945 Banyuwangi

DOI:

https://doi.org/10.62734/jtech.v2i1.460

Keywords:

Game based learning; student motivation; 21st-century education tools

Abstract

The integration of game-based platforms like Blooket in English as a Second Language (ESL) education has gained attention for its ability to enhance student motivation and engagement. This study examines the impact of using Blooket as a teaching medium to motivate middle school students learning ESL. Blooket offers interactive, quiz-based games tailored to various learning needs, aligning with gamification principles that foster a fun and engaging environment. The research employs a mixed-method approach, combining pre- and post-test surveys and interviews, to evaluate the motivational effects of Blooket compared to traditional teaching methods. Results indicate a significant increase in motivation and engagement among students using Blooket, highlighting its potential as a tool for modern ESL education.

Downloads

Download data is not yet available.

References

Alamer, A., & Lee, J. (2021). Language motivation theories revisited: Implications for

classroom engagement and student success. Journal of Language Teaching and Research, 12(3), 456-468.

Chen, M., & Hwang, G. J. (2020). Effects of personalized game-based learning on

students' learning performance and motivation. Educational Technology & Society, 23(3), 146-158.

Chiu, T. K. F. (2022). Personalized learning with gamified learning systems in ESL

education. British Journal of Educational Technology, 53(1), 153-168.

Derakhshan, A., et al. (2022). Digital tools and game-based learning in second language acquisition. Computer Assisted Language Learning, 35(4), 793-812.

Deterding, S., et al. (2011). From game design elements to gamefulness: Defining “gamification.” Proceedings of the 15th International Academic MindTrek

Conference: Envisioning Future Media Environments, 9-15.

Hung, H. T., Yang, J. C., Hwang, G. J., & Chu, H. C. (2018). A scoping review of research on digital game-based language learning. Educational Technology & Society, 21(3), 265-276.

Ali, A. (2022). Investigating the intrinsic motivation among second language learners in using digital learning platforms during the Covid-19 pandemic. Arab World English Journal, 2, 441-442.

Khalip, N., & Kee, L. L. (2023). TESL trainee teachers’ perceptions toward implementing Blooket in the online English language teaching and learning process. Malaysian Journal of ELT Research, 20(2), 96-109.

Nugroho, A., & Atmojo, A. (2020). Digital learning platforms and their impact on language learning efficacy during the pandemic. Journal of Language and Literature Education, 15, 120-133.

Pitoyo, W., et al. (2019). The role of gamification in reducing affective barriers among English language learners. Journal of Second Language Teaching, 14(3), 45-60.

ResearchGate. (2023). Student perceptions of Blooket in grammar learning. Journal of Digital Language Education, 17(1), 10-21.

Sartika, E., Heriyawati, D., & Elfianto, R. (2024). The influence of Blooket on vocabulary retention and motivation among EFL students. Educational Technology Research Journal, 19(2), 50-65.

Downloads

Published

2025-05-06

How to Cite

Erlangga, P. E. K. (2025). The Using Blooket Web as a Teaching Medium on Students’ Motivation to Learn English as a Second Language. JOURNAL OF TECHNOLOGY, EDUCATION &Amp; TEACHING (J-TECH), 2(1), 152–157. https://doi.org/10.62734/jtech.v2i1.460