THE EFFECTIVENESS OF AN INTERACTIVE DIGITAL MODULE BASED ON GAMIFICATION IN ENHANCING JUNIOR HIGH SCHOOL STUDENTS’ VOCABULARY LEARNING MOTIVATION

Authors

  • Muhamad Khoerul Hadits Universitas Muhammadiyah Bogor Raya
  • Al Juska Sasni Akbar M.Pd. Universitas Muhammadiyah Bogor Raya
  • Muhamad Ichsan Nurjam'an Universitas Muhammadiyah Bogor Raya
  • Lucky Dewanti Universitas Muhammadiyah Bogor Raya

DOI:

https://doi.org/10.32832/educate.v11i1.22352

Keywords:

interactive digital module, gamification, vocabulary, learning motivation, learning outcomes

Abstract

This study aims to develop and evaluate the effectiveness of an interactive digital module based on gamification to enhance seventh-grade students’ vocabulary learning interest and achievement at SMPN 2 Leuwisadeng. The research employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. Students’ perception was measured through three indicators—motivation, engagement, and grit—using a Likert-scale questionnaire. The results indicate that all three indicators fall within the moderately high to high categories, demonstrating that the gamified module successfully increased students’ interest in learning English vocabulary. In terms of cognitive performance, the pre-test and post-test results show a significant improvement, with the mean score increasing from 51.54 to 71.83. A paired samples t-test revealed a significance value of p < 0.001, confirming that the interactive digital module had a substantial impact on students’ vocabulary mastery. Overall, the findings suggest that the gamification-based interactive digital module is effective in improving both students’ learning interest and vocabulary achievement and can serve as an innovative alternative for English language instruction at the junior high school level.

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Published

06-01-2026

How to Cite

Muhamad Khoerul Hadits, M.Pd., A. J. S. A., Muhamad Ichsan Nurjam’an, & Lucky Dewanti. (2026). THE EFFECTIVENESS OF AN INTERACTIVE DIGITAL MODULE BASED ON GAMIFICATION IN ENHANCING JUNIOR HIGH SCHOOL STUDENTS’ VOCABULARY LEARNING MOTIVATION. Educate : Jurnal Teknologi Pendidikan, 11(1), 86–100. https://doi.org/10.32832/educate.v11i1.22352

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