The Effectiveness Of Gamification-Based Applications On Students’ Mastery Of The Simple Past Tense.
Abstract
This study investigates the effectiveness of application-based gamification in enhancing students’ mastery of the Simple Past Tense at Raudlatul Ulum II Islamic Senior High School. Grammar instruction is often perceived as monotonous and difficult, leading to low motivation and limited engagement. To address this challenge, gamification—implemented through platforms such as Quizizz and Wordwall—was integrated into classroom instruction to create a more interactive and enjoyable learning environment.
The research employed a quasi-experimental design with a pre-test and post-test control group. The participants were eleventh-grade students divided into two groups: an experimental group taught using gamification-based applications and a control group taught using conventional methods. A validated grammar test served as the primary instrument, and data were analyzed quantitatively to measure differences in learning outcomes.
Findings revealed that students exposed to gamification achieved significantly higher scores than those taught with traditional approaches. Beyond measurable improvement in grammar skills, gamification fostered greater motivation, confidence, and active participation, transforming the learning process into a more comfortable, engaging, and less rigid experience.
The study concludes that gamification is an effective pedagogical strategy for teaching grammar, particularly the Simple Past Tense, and offers practical implications for teachers, curriculum developers, and future researchers. By leveraging technology-driven gamified applications, educators can design adaptive and student-centered learning environments that align with the needs of the digital generation.
Keywords: Application of Gamification, Grammar Skills, Simple Past, Quizizz, Wordwall, students Motivation
