THE USE OF DIGITAL AND NON-DIGITAL GAMIFIED SPEAKING CARDS IN AN EFL CLASSROOM
DOI:
https://doi.org/10.35194/jj.v14i2.6574Keywords:
Digital gamified speaking cards, non-digital gamified speaking cards, Game-Based Learning, speaking skills, EFL classroomAbstract
Speaking is one of the essential skills in English as a Foreign Language (EFL) learning. However, many junior high school students still face difficulties in expressing their opinions due to limited vocabulary, low confidence, fear of making mistakes, and limited opportunities to participate in speaking activities. To address these challenges, this study explored the use of manual and digital gamified speaking cards in an EFL classroom. This study aimed to investigate (1) the implementation of manual and digital gamified speaking cards in teaching speaking and (2) students' responses to their use during speaking activities. A qualitative case study was conducted with 38 eighth-grade students at a junior high school in CianjurRegency, Indonesia. Data were collected through classroom observations, open-ended questionnaires, and document analysis and were analyzed using Miles and Huberman's interactive model, including data reduction, data display, and conclusion drawing, with data triangulation employed to enhance trustworthiness. The findings revealed that the integration of UNO-style speaking cards and QuizWhizzer created an interactive and engaging learning environment that encouraged students to participate actively in speaking activities. The activities enhanced students' confidence, classroom interaction, and willingness to express their opinions while reducing speaking anxiety. Students also perceived the gamified activities positively, describing them as enjoyable, motivating, and supportive of their speaking development. The study concludes that combining digital and non-digital gamified speaking cards represents an effective Game-Based Learning strategy for promoting students' speaking skills and creating a more student-centered EFL classroom.
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