ANALISIS PEMBELAJARAN BERBASIS GAMIFIKASI MENGGUNAKAN APLIKASI WAYGROUND UNTUK PENGEMBANGAN KETERAMPILAN KOGNITIF BAHASA INGGRIS SISWA

Authors

  • Aulia Shifa Alshafiera UIN Sunan Ampel Surabaya
  • Harnum Anzili Rochmah UIN Sunan Ampel Surabaya
  • Wiwin Luqna Hunaida UIN Sunan Ampel Surabaya

DOI:

https://doi.org/10.23969/jp.v11i02.50131

Keywords:

Gamification, Wayground, Cognitive Skills, English Learning

Abstract

The rapid advancement of information technology has fundamentally shifted the educational paradigm toward independent and interactive learning, offering solutions to the tediousness of conventional English language instruction. This study aims to analyze the implementation of Wayground as a gamification-based learning medium in English classrooms and to describe its contribution to developing students' cognitive skills. Employing a descriptive-analytical literature review (library research), this study examined secondary data from 12 relevant academic articles published between 2022 and 2026, retrieved from Google Scholar, Portal Garuda, and ERIC.The findings indicate that Wayground successfully integrates game elements such as points, leaderboards, daily missions, and instant feedback—into core English skills including vocabulary, grammar, reading, and listening. This student-centered approach effectively reduces learning anxiety and boosts intrinsic motivation. Cognitively, the gamified framework significantly stimulates higher-order thinking skills, accelerates the formation of accurate mental schemas, prevents lingering misconceptions, and strengthens long-term memory retention through adaptive challenges. Nevertheless, its implementation faces notable hurdles, including heavy reliance on stable internet connectivity, the risk of competitive features overshadowing the actual learning substance, and the required tech-readiness and creativity of teachers. This study concludes that Wayground serves as an effective digital medium to improve cognitive learning outcomes, provided that a balanced strategy is maintained between gameplay elements and instructional content.

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References

Agustan, Hadaming, H., Indana, N., & Sehu, H. (2026). SOSIALISASI PENGGUNAAN GAMIFIKASI WAYGROUND DAN GENIALLY DALAM UPAYA PENINGKATAN

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Published

2026-06-05