Gamification and Social Media: Transforming English Grammar Learning in EFL Classrooms
Corresponding Author(s) : Abdullah Noori
Journal of Social Sciences & Humanities,
Vol. 2 No. 1 (2025): January
Abstract
This study investigated the impact of gamification and social media on enhancing English grammar learning in EFL classrooms. A quasi-experimental research design was employed, involving 65 male students from a private higher education institution. Participants were divided into experimental and control groups. The experimental group engaged in gamified activities and utilized social media platforms, while the control group followed traditional learning methods. After the experiment, a survey questionnaire was administered to the experimental group to gather their perceptions of the interventions. Pre- and post-test scores were analyzed using descriptive and inferential statistics. The results demonstrated that gamification and social media significantly improved student engagement and grammar retention. A statistically significant improvement was observed in the grammar scores of the experimental group compared to the control group. Gamified activities, such as points, leaderboards, and rewards, enhanced motivation and created a more interactive learning environment. Similarly, social media platforms, particularly WhatsApp and Facebook groups, facilitated peer feedback, collaborative learning, and the practical application of grammar rules in authentic contexts. Participants in the experimental group reported greater confidence in using grammar structures correctly, with many highlighting reduced language learning anxiety and increased motivation due to gamification and social media use. This study contributes to the growing body of literature on technology-enhanced language learning, providing practical implications for EFL educators seeking to integrate these tools to improve language proficiency.
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References
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AKKAYA, A., & DOYUMĞAÇ, İ. (2023). Grammar in Language and Listening Acquisition. Ana Dili Eğitimi Dergisi, 11(4), 1002–1017. https://doi.org/10.16916/aded.1291566 DOI: https://doi.org/10.16916/aded.1291566
AL GHAZALİ, F. (2020). Utilizing Social Networking Sites for Reinforcing the Linguistic Competence of EFL Learners. Dil ve Dilbilimi Çalışmaları Dergisi. https://doi.org/10.17263/jlls.759252 DOI: https://doi.org/10.17263/jlls.759252
Alkamel, M. (2024). Social Media in Teaching English for EFL Students: A Review of Challenges and Suggestions. International Journal of English Teaching and Learning, 2(1), 8–17. https://doi.org/10.11648/j.ijetl.20240201.12 DOI: https://doi.org/10.11648/j.ijetl.20240201.12
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 DOI: https://doi.org/10.1108/IJILT-02-2017-0009
Alsenafi, B., AlSabbagh, S., Alhaji, B., & Alghasab, M. (2024). Social Media and Language Learning: How: EFL Students Use Online Platforms for Language Learning at the College of Basic Education in Kuwait. World Journal of Education, 14(4), 1. https://doi.org/10.5430/wje.v14n4p1 DOI: https://doi.org/10.5430/wje.v14n4p1
Alshumaimeri, Y. A. (2023). Gamifying the Learning Experience Using Extended Reality Technologies for Teaching English as a Foreign Language. https://doi.org/10.22541/au.170135394.41598910/v1 DOI: https://doi.org/10.22541/au.170146994.49065271/v1
Amin, M. M., Shamsuddin, S. N. W., & Hamzah, W. M. A. F. W. (2024). Enhancing Engagement in Learning Management Systems using Gamification Framework. The International Journal of Multimedia & Its Applications, 16(5), 21–31. https://doi.org/10.5121/ijma.2024.16502 DOI: https://doi.org/10.5121/ijma.2024.16502
Ansari, J. A. N., & Khan, N. A. (2020). Exploring the role of social media in collaborative learning the new domain of learning. Smart Learning Environments, 7(1). https://doi.org/10.1186/s40561-020-00118-7 DOI: https://doi.org/10.1186/s40561-020-00118-7
Aratea, M. L., & Pasubillo, M. A. C. (2024). Effects of Game-Based Learning on Improving Grammar Skills of Grade 9 Students. Journal of English as A Foreign Language Teaching and Research, 4(2), 43–60. https://doi.org/10.31098/jefltr.v4i2.2445 DOI: https://doi.org/10.31098/jefltr.v4i2.2445
Arniza, E. A. (2024). Revolutionizing learning: leveraging social media platforms for empowering open educational resources. International Journal on E-Learning and Higher Education, 19(1), 83–106. https://doi.org/10.24191/ijelhe.v19n1.1915 DOI: https://doi.org/10.24191/ijelhe.v19n1.1915
Avdeeva, A. P., & Safonova, Yu. A. (2024). Gamification: characteristics, trends, risks. Vestnik Universiteta, 8, 175–184. https://doi.org/10.26425/1816-4277-2024-8-175-184 DOI: https://doi.org/10.26425/1816-4277-2024-8-175-184
Awing, C., & Nasri, M. N. (2023). The Effectiveness of Game-Based Learning Methods in Grammar Learning: Systematic Literature Highlights (SLR). International Journal of Academic Research in Progressive Education and Development, 12(4). https://doi.org/10.6007/IJARPED/v12-i4/18641 DOI: https://doi.org/10.6007/IJARPED/v12-i4/18641
Aydin, S. (2020). The use of social media in language learning. Computer Assisted Language Learning, 232–268. https://doi.org/https://doi.org/10.1080/09588221.2019.1598663
Bobosher K, S. S. (2022). Inductive and Deductive Teaching Approaches. American Journal Of Philological Sciences, 02(05), 5–8. https://doi.org/10.37547/ajps/volume02issue05-02 DOI: https://doi.org/10.37547/ajps/Volume02Issue05-02
Crovitz, D., Devereaux, M. D., & Moran, C. M. (2022). NEXT LEVEL GRAMMAR FOR A DIGITAL AGE: Teaching with Social Media and Online Tools for Rhetorical Understanding and Critical Creation. Next Level Grammar for a Digital Age: Teaching with Social Media and Online Tools for Rhetorical Understanding and Critical Creation, 1–122. https://doi.org/10.4324/9781003154709 DOI: https://doi.org/10.4324/9781003154709
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011, 9–15. https://doi.org/10.1145/2181037.2181040 DOI: https://doi.org/10.1145/2181037.2181040
Ghabanchi, Z., Rezaei, S., & Asadollahi, S. (2011). The role of social media in language learning: A case study of Iranian EFL learners. Language Teaching Research Quarterly. https://doi.org/https://doi.org/10.1177/2158244021998455
Ghafar, Z. N., & Sawalmeh, M. H. M. (2024). Exploring the Pedagogical Significance of Grammar: A Comprehensive Review of Its Role in Language Learning and Teaching. British Journal of Applied Linguistics, 4(1), 13–16. https://doi.org/10.32996/bjal.2024.4.1.2 DOI: https://doi.org/10.32996/bjal.2024.4.1.2
Graham, V. F. (2011). The literature review: a step-by-step guide for students. In Evaluation & Research in Education (Vol. 24, Issue 3). Sage Publications. https://doi.org/10.1080/09500790.2011.583140 DOI: https://doi.org/10.1080/09500790.2011.583140
Haight, C. E., Herron, C., & Cole, S. P. (2007). The Effects of Deductive and Guided Inductive Instructional Approaches on the Learning of Grammar in the Elementary Foreign Language College Classroom. Foreign Language Annals, 40(2), 288–310. https://doi.org/10.1111/j.1944-9720.2007.tb03202.x DOI: https://doi.org/10.1111/j.1944-9720.2007.tb03202.x
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. Proceedings of the Annual Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377 DOI: https://doi.org/10.1109/HICSS.2014.377
Han, H, F. S., Wong, N., Li, A. W. C., & Lau, L. (2023). Enhancing Language Self-Efficacy of EFL University Students through Experiential Learning: A Study of the Learning League Project. 9th International Conference on Higher Education Advances (HEAd’23), 1089–1096. https://doi.org/10.4995/HEAd23.2023.16219 DOI: https://doi.org/10.4995/HEAd23.2023.16219
Harsh Mehta, & Dr. Preeti Yadav. (2024). Exploring the Role of Social and Digital Media Platforms in Enhancing Teaching and Learning Practices in Indian Schools. International Research Journal on Advanced Engineering and Management (IRJAEM), 2(01), 20–26. https://doi.org/10.47392/IRJAEM.2024.0005.i1 DOI: https://doi.org/10.47392/IRJAEM.2024.0005.i1
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