GAME-BASED LEARNING (GBL) AND TRADITIONAL TEACHING METHODS IN ENHANCING ENGLISH GRAMMAR RETENTION

Authors

  • Andi Suci Ramadhani Universitas Negeri Makassar
  • Chairil Anwar Korompot Universitas Negeri Makassar
  • Ryan Rayhana Sofyan Universitas Negeri Makassar

DOI:

https://doi.org/10.23969/jp.v11i03.62206

Keywords:

Baamboozle, EFL, English Grammar Retention, Game-Based Learning, Traditional Teaching Methods

Abstract

This study aimed to compare the effectiveness of Game-Based Learning (GBL) and Traditional Teaching Methods (TTM) in enhancing English grammar retention among eighth-grade students at SMP Negeri 1 Makassar. A quantitative approach with a quasi-experimental design was employed, specifically the Non-equivalent Control Group Design. The sample consisted of 79 students selected through random cluster sampling: 42 students in the experimental group (VIII.5) and 37 students in the control group (VIII.6). Data were collected through pre-tests and delayed post-tests administered two weeks after the intervention.and analyzed using descriptive statistics and independent-samples t-tests. The findings revealed that both methods contributed positively to students' grammar retention; however, Game-Based Learning produced significantly greater improvement. The experimental group's mean score increased from 37.26 to 74.17, compared to the control group's increase from 34.32 to 60.68. The independent-samples t-test yielded a significant difference (t = 3.280, p = 0.002 < 0.05), indicating that Game-Based Learning produced significantly greater improvement than Traditional Teaching Methods in enhancing grammar retention. The superior outcomes of the GBL group were attributed to the interactive, student-centered, and engaging nature of game-based activities implemented through the Baamboozle platform, which fostered motivation, active participation, and repeated contextual grammar practice. It is concluded that Game-Based Learning is more effective than Traditional Teaching Methods in enhancing English grammar retention among junior high school students.

Downloads

Download data is not yet available.

References

Abdulbaki, S., Khasawneh, M. A. S., & Tashtoush, M. A. (2025). The effectiveness of gamified learning environments in promoting grammar mastery in Jordanian secondary school EFL learners. International Journal of Innovative Research and Scientific Studies, 8(2), 3375-3386. https://doi.org/10.53894/ijirss.v8i2.6013

Ahmad, M. (2020). Categorizing game design elements into educational game design fundamentals. In Game Design and Intelligent Interaction. IntechOpen. https://doi.org/10.5772/intechopen.89971

Alem, D. D. (2021). Teaching grammar: In the view of conventional vs contemporary approach. An International Journal of English Language, II.

Alqahtani, A. (2022). Review and analysis of theories underlying grammar teaching methodologies. Arab World English Journal, 13(4), 80-91. https://doi.org/10.24093/awej/vol13no4.6

Andriani, A., Yuniar, V. D., & Abdullah, F. (2021). Teaching English grammar in an Indonesian junior high school. AL-ISHLAH: Jurnal Pendidikan, 13(2), 1046-1056. https://doi.org/10.35445/alishlah.v13i2.956

Auvinen, T., Hakulinen, L., & Malmi, L. (2015). Increasing students' awareness of their behavior in online learning environments with visualizations and achievement badges. IEEE Transactions on Learning Technologies, 8(3), 261-273. https://doi.org/10.1109/TLT.2015.2441718

Awing, C., & Mohamad Nasri, 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

Creswell, J. W. (2017). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE Publications.

Da-Oh, S., Chaowanakritsanakul, T., Matyakhan, T., Uachuen, A. B., Phayakka, P., Chesa, P., Namkaew, J., Lakhaphan, T., & Tipsrinimit, N. (2023). The effects of game-based learning on grammatical knowledge of EFL secondary school students in the south of Thailand. Asian Journal of Arts and Culture, 23(1), e259033. https://doi.org/10.48048/ajac.2023.259033

Dimitra, K., Konstantinos, K., Christina, Z., & Katerina, T. (2020). Types of game-based learning in education: A brief state of the art and the implementation in Greece. The European Educational Researcher, 3(2).

Fithriani, R. (2022). Communicative game-based learning in EFL grammar class: Suggested activities and students' perception. JEELS (Journal of English Education and Linguistics Studies), 5(2), 171-188.

Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American Journal of Physics, 66(1), 64-74. https://doi.org/10.1119/1.18809

Handayani, N. D., & Wardana, I. K. (2025). Assessing the effectiveness of interactive grammar-based teaching in enhancing EFL learners' concord comprehension and learning confidence. Journal on English as a Foreign Language.

Herring, J. (2016). Parts of speech and the structure of English grammar. Cambridge University Press.

Kemdikbudristek. (2022). Panduan pembelajaran dan asesmen. Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.

Kian, T. W., Sunar, M. S., & Su, G. E. (2022). The analysis of intrinsic game elements for undergraduates gamified platform based on learner type. IEEE Access, 10, 120659-120679.

Kiran, U. (2021). Effectiveness of grammar translation method and communicative language teaching approach on students' achievement in English grammar. Pakistan Social Sciences Review, 5(III), 235-248.

Kutty, A. S., & Joy, M. M. (2022). Gamification framework (pp. 470-479). IGI Global. https://doi.org/10.4018/978-1-6684-4287-6.ch023

Lai, C. (2022). Gamification and its effect on students' engagement, academic achievement, and information retention. Journal of Educational Technology.

Lasekan, O. A., Moraga-Pumarino, A. F., & Pachava, V. (2023). Using needs analysis to foster sustainability of business English courses: A case study of a university in the south of Chile. Sustainability, 15.

Lin, C.-J., Hwang, G.-J., Fu, Q.-K., & Cao, Y.-H. (2020). Facilitating EFL students' English grammar learning performance and behaviors: A contextual gaming approach. Computers & Education, 152, 103876. https://doi.org/10.1016/j.compedu.2020.103876

Nakata, T., & Suzuki, Y. (2019). Mixing grammar exercises facilitates long-term retention: Effects of blocking, interleaving, and increasing practice. The Modern Language Journal, 103(3), 629-647.

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533

Rankin, T., & Whong, M. (2020). Grammar: Rules and rule-making in second language acquisition. Cambridge University Press.

Reichardt, C. S. (2019). Quasi-experimentation: A guide to design and analysis. Guilford Press.

Schurz, A., & Coumel, M. (2023). Grammar teaching in ELT: A cross-national comparison of teacher-reported practices. Language Teaching Research, 27(5), 1167-1192.

Sedgwick, P. (2014). Cluster sampling. BMJ, 348.

Stockemer, D., & Glaeser, A. (2019). Quantitative methods for the social sciences: A practical introduction with examples in SPSS and Stata (2nd ed.). Springer.

van Rijt, J., de Swart, P., & Coppen, P.-A. (2019). Linguistic concepts in L1 grammar education: A systematic literature review. Research Papers in Education, 34(5), 621-648. https://doi.org/10.1080/02671522.2018.1493987

Wazeer, F. S. (2023). A study on the usage of the board race game as a grammar retention strategy for English as a Second Language (ESL) learners. Vidyodaya Journal of Humanities and Social Sciences.

Zhou, Z. (2017). The investigation of the English grammar learning strategy of high school students in China. Theory and Practice in Language Studies, 7(12), 1243. https://doi.org/10.17507/tpls.0712.11

Downloads

Published

2026-08-06