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Bina Nusantara University
This research investigates the efficacy of gamification in enhancing English language learning outcomes and student motivation. By applying the Mechanics, Dynamics, and Aesthetics (MDA) framework alongside the 6-11 framework—which categorizes game engagement through specific human emotions and instincts—the study aims to address low educational engagement in English language acquisition. The research focuses on the development and evaluation of a mobile application titled "Do You Speak English," which incorporates various game design elements to create a more interactive learning environment.
The methodology involved a quantitative analysis of user performance and a qualitative survey of user experiences. The study utilized a sample of 15 participants to measure learning progress through pre- and post-trial score comparisons, while a separate group of 32 respondents provided feedback via questionnaires regarding their engagement with specific gamification features. Data analysis was conducted using a paired t-test to determine the statistical significance of the learning improvements observed after interacting with the gamified system.
Key findings indicate that the integration of gamification elements—specifically points, badges, and leaderboards—significantly improves learning outcomes. The statistical analysis confirmed that the null hypothesis was rejected, as the t-test results demonstrated a clear improvement in performance scores among users of the application. Furthermore, the survey data revealed that users felt highly motivated by the inclusion of game-like features, with exploration, competition, and self-identification emerging as the most impactful psychological drivers. The study concludes that applying the MDA and 6-11 frameworks to educational software effectively increases user interest and facilitates deeper learning, providing a viable model for future e-learning development in language education.
International Journal of Serious Games · 2025