Gamification in GENYO e-Learning: Exploring Student Motivation and Challenges in English Language Instruction

Main Article Content

Mark William Aranas
https://orcid.org/0009-0000-0322-5473
John Mark Sayson
https://orcid.org/0009-0004-1915-4955
Alfer Hope Ramo
https://orcid.org/0009-0008-1304-3874
Aris Pet Angeli Suarez
https://orcid.org/0009-0002-5971-1547
Genesis Naparan
https://orcid.org/0000-0003-2335-2757

Abstract

Background and Aim: Gamification is widely recognized for enhancing student motivation. However, some educators sidestep it due to time constraints, insufficient technical skills, and challenges in selecting and integrating suitable games for teaching. Hence, this study explores the motivation and challenges in English language instruction.


Materials and Methods: Using a qualitative, single-case study design, data were collected from eight (8) participants through semi-structured interviews and thoroughly analyzed using thematic analysis.


Results: The findings reveal that students used Hangmoon, Memory Match, Crossword, and Triviatron in the GENYO e-learning platform, finding these games entertaining and educational. They appreciated the ease of access and how the games sparked their curiosity. Despite technical challenges, such as poor internet connectivity, malfunctioning IT equipment, forgotten login credentials, inaccessible links, and power outages, and complex game instructions, students adopted coping strategies, including adapting to technical difficulties, seeking support, and ensuring stable connectivity.


Conclusion: The study concluded that a variety of games in the learning process enhances interactivity and engagement and sparks curiosity. Finally, this study underscored that gamification fosters a more dynamic and interactive classroom environment.

Article Details

How to Cite
Aranas, M. W., Sayson, J. M. ., Ramo, A. H. ., Suarez, A. P. A., & Naparan, G. (2025). Gamification in GENYO e-Learning: Exploring Student Motivation and Challenges in English Language Instruction. Journal of Education and Learning Reviews, 2(3), 31–44. https://doi.org/10.60027/jelr.2025.1335
Section
Articles

References

Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT-02-2017-0009

Anak Yunus, C. C., & Hua, T. K. (2021). Exploring a gamified learning tool in the ESL classroom: the case of Quizizz. Journal of Education and e-Learning Research, 8(1), 103-108. https://doi.org/10.20448/journal.509.2021.81.103.108

Andarab, M. S. (2017). The effect of using Quizlet flashcards on learning English vocabulary. In Proceedings of the 113th IIER International Conference. Frankfurt, Germany.

Anderson, M., & Rainie, L. (2018). The future of well-being in a tech-saturated world. Pew Research Center. https://policycommons.net/artifacts/617389/the-future-of-well-being-in-a-tech-saturated-world/1598187/

Bączek, M., Zagańczyk‐Bączek, M., Szpringer, M., Jaroszyński, A., & Wożakowska‐Kapłon, B. (2021). Students’ perception of online learning during the COVID‐19 pandemic: A survey study of Polish medical students. Medicine, 100(7), e24821. https://doi.org/10.1097/MD.0000000000024821

Buda, A., & Pesti, C. Gamification Solution in Teacher Education. Acta Educationis Generalis, 14(2), 1-15. https://doi.org/10.2478/atd-2024-0008

Carrascal, J. P., & Church, K. (2015). An in-situ study of mobile app & mobile search interactions. In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing (pp. 273–283). ACM. https://doi.org/10.1145/2702123.2702486

Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.

Davison, K., Malmberg, L. E., & Sylva, K. (2023). Academic help‐seeking interactions in the classroom: A micro longitudinal study. British Journal of Educational Psychology, 93(1), 33-55. https://doi.org/10.1111/bjep.12538

Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Springer. https://doi.org/10.1007/978-1-4899-2271-7

DepEd Memorandum Order 43, s. 2002 – The 2003 Basic Education Curriculum | Department of Education. (2002, August 29). https://www.deped.gov.ph/2002/08/29/do-43-s-2002-the-2003-basic-education-curriculum/

Dizon, G. (2016). Quizlet in the EFL classroom: Enhancing academic vocabulary acquisition of Japanese university students. Teaching English with Technology, 16(2), 40–56. https://www.ceeol.com/search/article-detail?id=408428

Fuentes-Riffo, K., Salcedo-Lagos, P., Sanhueza-Campos, C., Pinacho-Davidson, P., Friz-Carrillo, M., Kotz-Grabole, G., & Espejo-Burkart, F. (2023). The influence of gamification on high school students’ motivation in Geometry lessons. Sustainability, 15(21), 15615. https://doi.org/10.3390/su152115615

Gardner, R. C. (1985). Social psychology and second language learning: The role of attitudes and motivation. Edward Arnold.

Genyo e-Learning - Next Level Education. (n.d.). https://www.genyo.com.ph/genyoportal/

Gonzalez, T., De La Rubia, M. A., Hincz, K. P., Comas-Lopez, M., Subirats, L., Fort, S., & Sacha, G. M. (2020). Influence of COVID-19 confinement on students' performance in higher education. PLOS ONE, 15(10), e0239490. https://doi.org/10.1371/journal.pone.0239490

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?—A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. https://doi.org/10.1109/HICSS.2014.377Gamification Research+7

Hassol, A., Walker, J. M., Kidder, D., Rokita, K., Young, D., Pierdon, S., ... & Ortiz, E. (2004). Patient experiences and attitudes about access to a patient's electronic health care record and linked web messaging. Journal of Medical Internet Research, 6(2), e13. https://doi.org/10.1197/jamia.M1593

Hellín, C. J., Calles-Esteban, F., Valledor, A., Gómez, J., Otón-Tortosa, S., & Tayebi, A. (2023). Enhancing student motivation and engagement through a gamified learning environment. Sustainability, 15(19), 14119. https://doi.org/10.3390/su151914119

Hong, G. Y., & Masood, M. (2014). Effects of gamification on lower secondary school students’ motivation and engagement. International Journal of Educational and Pedagogical Sciences, 8(12), 3765-3772.

Jääskä, E., & Aaltonen, K. (2022). Teachers’ experiences of using game-based learning methods in project management higher education. Project Leadership and Society, 3, 100041. https://doi.org/10.1016/j.plas.2022.100041

Jamaluddin, J., Mahali, M., Mohd Din, N., Nias Ahmad, M. A., Mohamad Fadzillah, N. S., & Abdul Jabar, F. (2020). Students’ Motivation Level in Gamification of Accounting Teaching and Learning–A Case of ‘Accounting on the Block.’ Social and Management Research Journal (SMRJ), 17(1), 17-34. https://smrj.uitm.edu.my/

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.

Kiryakova, G., Yordanova, L., & Angelova, N. (2014). Gamification in education. 9th International Balkan Education and Science Conference (pp. 1-5). Edirne, Turkey: International Balkan Education and Science Conference. https://www.academia.edu/download/53993982/293-Kiryakova.pdf

Li, R., Norlizah, C. H., & Saharuddin, N. (2023). College students’ academic help-seeking Behavior: A Systematic Literature Review. Behavioral Sciences, 13(8), 637. https://doi.org/10.3390/bs13080637

Li, X., Odhiambo, F. A., & Ocansey, D. K. W. (2021). The effect of students’ online learning experience on their satisfaction during the COVID-19 pandemic: The mediating role of preference. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1095073

Madrunio, M. R., Martin, I. P., & Plata, S. M. (2016). English language education in the Philippines: Policies, problems, and prospects. English language education policy in Asia, 245-264. https://doi.org/10.1007/978-3-319-22464-0_11

Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive science, 5(4), 333-369. https://doi.org/10.1207/s15516709cog0504_2

Merriam, S. B. (1998). Qualitative research and case study applications in education. San Francisco, CA: Jossey-Bass

Miller, D. (2016). Social media in an English village: Or how to keep people at just the right distance. UCL Press. https://library.oapen.org/handle/20.500.12657/32835

Munikasari, Sudarsono, & Riyanti, D. (2021). The effectiveness of using the Hangman game to strengthen young learners’ vocabulary. Journal of English Education Program, 2(1), 57-65. http://dx.doi.org/10.26418/jeep.v2i1.43328

Muzdalifah, I. (2018). Rising English vocabulary mastery: Crossword puzzle games for computer science students. In IOP Conference Series: Earth And Environmental Science (Vol. 175, No. 1, P. 012075). IOP Publishing. https://doi.org/10.1088/1755-1315/175/1/012075

Naparan, G. B., & Alinsug, V. G. (2021). Classroom strategies of multigrade teachers. Social Sciences & Humanities Open, 3(1), 100109. https://doi.org/10.1016/j.ssaho.2021.100109

Nazir, M. A., & Khan, M. R. (2021). Exploring the barriers to online learning during the COVID-19 pandemic. A Case of Pakistani Students from HEIs [Higher Education Institutions]. GIST Education and Learning Research Journal, 23, 81-106. https://eric.ed.gov/?id=EJ1337845

Niemi, H. M., & Kousa, P. (2020). A Case Study of Students' and Teachers' Perceptions in a Finnish High School during the COVID Pandemic. International journal of technology in education and science, 4(4), 352-369. https://eric.ed.gov/?id=EJ1271362

Nurteteng, N., & Nopitasari, D. (2019). The Use of Crossword Puzzles for the Student's Vocabulary. INTERACTION: Jurnal Pendidikan Bahasa, 6(1), 9-17. https://doi.org/10.36232/jurnalpendidikanbahasa.v6i1.284

Nusi, A., Dewirahmadanirwati, D., Novia, N., & Ardi, H. (2024). Factors and Challenges in Using Gamification In Teaching ESP. Jurnal Ilmiah Pendidikan Scholastic, 8(1), 15-25. https://doi.org/10.36057/jips.v8i1.652

Ogbonnaya, U. I., Awoniyi, F. C., & Matabane, M. E. (2020). Move to online learning during COVID-19 lockdown: Pre-service teachers' experiences in Ghana. International Journal of Learning, Teaching and Educational Research, 19(10), 286-303. https://doi.org/10.26803/ijlter.19.10.16

Prieto-Andreu, J. M., Gómez-Escalonilla-Torrijos, J. D., & Said-Hung, E. (2022). Gamification, motivation, and performance in education: a systematic review. Revista Electrónica Educare, 26(1), 251-273. http://dx.doi.org/10.15359/ree.26-1.14

Putra, P. P., & Priyatmojo, A. S. (2021, March). Students' perception toward gamification applied in the English language classroom. In ELT Forum: Journal of English Language Teaching (Vol. 10, No. 1, pp. 21-29). https://doi.org/10.15294/elt.v10i1.40558

Quizlet. (2020). Quizlet. https://quizlet.com/latest

Rahayu, F. S., Nugroho, L. E., Ferdiana, R., & Setyohadi, D. B. (2022). Motivation and engagement of final-year students when using e-learning: A qualitative study of gamification in a pandemic situation. Sustainability, 14(14), 8906. https://doi.org/10.3390/su14148906

Redjeki, I. S., & Muhajir, R. (2021). Gamification in the EFL classroom to support teaching and learning in the 21st century. JEES (Journal of English Educators Society), 6 (1), 68–78. https://doi.org/10.21070/jees.v6i1.882

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68

Ryan, R. M., & Deci, E. L. (2022). Self-determination theory. In Encyclopedia of quality of life and well-being research (pp. 1-7). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-69909-7_2630-2

Tambaritji, V. N., & Atmawidjaja, N. S. (2020). Improving students’ vocabulary mastery using crossword puzzles. PROJECT (Professional Journal of English Education), 3(5), 588-596. https://www.academia.edu/download/78447117/pdf.pdf

Tanjung, S., Rahmansyah, H., & Siregar, S. R. (2019). The effect of the Hangman game on students’ vocabulary mastery. Jurnal Liner, Institut Pendidikan Tapanuli Selatan, 2(3), 77-89.

Trigueros, R., Aguilar-Parra, J. M., Cangas, A. J., Bermejo, R., Ferrandiz, C., & López-Liria, R. (2019). Influence of emotional intelligence, motivation, and resilience on academic performance and the adoption of healthy lifestyle habits among adolescents. International journal of environmental research and public health, 16(16), 2810. https://doi.org/10.3390/ijerph16162810

Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers & Education, 149, 103818. https://doi.org/10.1016/j.compedu.2020.103818

Wiratania. (2018). The Effect of Using Hangman Game to Improve Students' Vocabulary Mastery at the Eighth Grade of SMP 1 Semen in Academic Year 2017/2018. Simki-Pedagogia, 3. http://dx.doi.org/10.26418/jeep.v2i1.43328

Yenkimaleki, M., and van Heuven, V. J. (2019). The relative contribution of computer-assisted prosody training vs. instructor-based prosody teaching in developing speaking skills by interpreter trainees: an experimental study. Speech Commun. 107, 48–57. doi: 10.1016/j.specom.2019.01.006

Zadeja, I., & Bushati, J. (2022). Gamification and serious game methodologies in education. In International Symposium on Graphic Engineering and Design (pp. 599-605). https://www.grid.uns.ac.rs/symposium/download/2022/66.pdf

Zalat, M. M., Hamed, M. S., & Bolbol, S. A. (2021). The experiences, challenges, and acceptance of e-learning as a tool for teaching during the COVID-19 pandemic among university medical staff. PloS One, 16(3), e0248758. https://doi.org/10.1371/journal.pone.0248758