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The Effectiveness of Gamification for EFL Learners in Indonesian Context: A Literature Review
Daffa Rizal Dzaki Nugroho
Universitas Muhammadiyah Purwokerto, Indonesia
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Pages 65-101
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Abstract
This literature review examines the effectiveness of gamification in English as a Foreign Language (EFL) learning within the Indonesian educational context. Through a comprehensive analysis of over 30 empirical studies published between 2018 and 2025, this review synthesizes current research on how gamification influences EFL learners' language proficiency, motivation, engagement, and overall learning outcomes. The review identifies four major themes: (1) the impact of gamification on language skills development, (2) motivational and affective outcomes, (3) implementation of gamification platforms and tools, and (4) challenges and limitations in gamified EFL instruction. Findings reveal that gamification generally produces positive effects on Indonesian EFL learners' vocabulary acquisition, reading comprehension, grammar mastery, and speaking skills. However, the review also identifies significant challenges including technical infrastructure limitations, the novelty effect, potential over-reliance on extrinsic motivation, and the need for teacher training. The review concludes by highlighting research gaps and suggesting future directions for gamification research in Indonesian EFL contexts, particularly regarding longitudinal studies and the integration of emerging technologies such as artificial intelligence and virtual reality.Keywords: Gamification, Digital Game-Based Learning, EFL, Indonesian Context, Language Learning, Motivation, Educational Technology
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All data generated during this study are included in this published article [and its supplementary information files].
