THE EFFECTIVENESS OF AN INTERACTIVE DIGITAL MODULE BASED ON GAMIFICATION IN ENHANCING JUNIOR HIGH SCHOOL STUDENTS’ VOCABULARY LEARNING MOTIVATION
DOI:
https://doi.org/10.32832/educate.v11i1.22352Keywords:
interactive digital module, gamification, vocabulary, learning motivation, learning outcomesAbstract
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.
References
Amzalag, M., Cohen, S., & Zalts, R. (2024). Game-based learning and cognitive persistence in language education. Journal of Digital Learning, 12(1), 45–59.
Akbar, A. J. S. M. A. M. B. (2021). Implementasi Parenting Dalam Demokrasi Society Program Belajar Dari Rumah (Bdr) Sekolah Dasar Dramaga Bogor. Jurnal Teknologi Pendidikan, 6(1), 82–90. https://doi.org/10.32832/educate.v6i1.3939
Al-Bahra, Karlina, H., Gunadi, R. A. A., Efgivia, M. G., & Akbar, A. J. S. (2023). The Effect of Learning Motivation and Learning Discipline on Student Learning Achievement. Scaffolding: Jurnal Pendidikan Islam Dan Multikulturalisme, 5(2), 110–126. https://doi.org/10.37680/scaffolding.v5i2.2778
Akbar, Royani, dan T. (2022). Status Sosial Ekonomi Terhadap Minat Melanjutkan Pendidikan Anak Usia 11 – 21 Tahun. Journal of Lifelong Learning, 5(2), 28–36.
Akbar, A. J. S. H. S., Efgivia, M. G., & Safitri, A. S. (2023). Evaluation of Distance Learning Program Based on Learning Management System During New Normal Covid-19. 1st UMSurabaya Multidisciplinary International Conference 2021 (MICon 2021), 664–670.
Akbar, A. J. S. (2022). Efektivitas Media Pembelajaran Bangun Ruang Terhadap Hasil Belajar Matematika. Educate : Jurnal Teknologi Pendidikan, 7(1), 103. https://doi.org/10.32832/educate.v7i1.6319
Bawa, P., & Watson, S. (2023). Impact of gamification strategies on student engagement in online learning environments. Journal of Educational Multimedia and Hypermedia, 32(2), 115–130.
Benedict, K., & Arnesen, K. (2021). Digital learning motivation among secondary students: The role of gamified content. Journal of Computer-Assisted Learning, 37(5), 1330–1344.
Evandri, A. (2024). Improving students’ vocabulary mastery using interactive digital media. Indonesian Journal of ELT Innovation, 8(2), 110–122.
Fathi, J., Green, M., & Derakhshan, A. (2023). Grit and second language learning achievement: A systematic review. Journal of Psycholinguistic Research, 52(1), 55–73.
Gómez, R., López, D., & Martín, P. (2022). Adaptive digital learning systems to enhance vocabulary acquisition. Computers & Education, 190, 104–113.
Huang, A. H., & Johnson, E. (2020). Gamified mobile learning and vocabulary retention among EFL learners. Educational Technology & Society, 23(4), 27–40.
López-Fernández, O., Martínez, G., & Rubio, J. (2024). Student engagement in gamified English language learning environments. Interactive Learning Environments, 32(4), 566–582.
Mulyono, M., Saskia, R., & Arifin, Z. (2022). Gamification in EFL vocabulary learning: Students’ attitudes and achievement. TEFLIN Journal, 33(1), 88–104.
Sailer, M., Homner, L., & Reiners, T. (2021). The effects of gamification on motivation and performance: A meta-analysis. Computers in Human Behavior, 122, 106797.
Simonnet, G. (2025). Vocabulary acquisition challenges and digital solutions in secondary education. Journal of Language Pedagogy, 15(1), 22–34.
Slattery, D., Carter, M., & Hayes, T. (2025). Evaluating instructional design quality in educational games. Journal of Educational Technology Review, 18(3), 150–167.
Su, C. Y., & Cheng, C. L. (2021). The effectiveness of interactive e-learning tools for vocabulary acquisition in EFL contexts. Journal of Asia TEFL, 18(3), 944–960.
Zakaria, N., & Zakaria, S. (2023). Gamification as a motivational tool in ESL vocabulary instruction. Asia-Pacific Journal of Education, 43(2), 233–248.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Muhamad Khoerul Hadits, Al Juska Sasni Akbar M.Pd., Muhamad Ichsan Nurjam'an, Lucky Dewanti

This work is licensed under a Creative Commons Attribution 4.0 International License.
| Authors grant the journal copyright of the work licensed under CC-BY-SA or The Creative Commons Attribution–ShareAlike License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal. | Penulis memberikan hak cipta karyanya kepada jurnal yang dilisensikan dengan CC-BY-SA or The Creative Commons Attribution–ShareAlike License yang memungkinkan orang lain untuk menggunakan karya dengan pengakuan kepengarangan karya dan publikasi awal dalam jurnal ini. |






