Maknun, Lu’luil (2026) Games for English Teaching-Learning and Assessment with Artificial Intelligence. In: GAMES IN ENGLISH LANGUAGE TEACHING. Rizquna, pp. 25-36.
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Abstract
The rapid advancement of digital technologies has
significantly transformed contemporary education, particularly in
English language teaching (Maknun, 2026). Traditional teachercentered approaches are increasingly challenged by the need to
create more engaging, interactive, and learner-centered
environments. One major issue in English classrooms is students’
low motivation and passive participation, especially when
learning activities rely heavily on textbooks and conventional
assessment methods. In response to this challenge, gamification
has emerged as a promising pedagogical approach that integrates
game elements, such as points, levels, and challenges, into
learning activities to enhance student engagement and
motivation. Recent studies highlight that gamification can foster
active participation and sustained interest; however, it also faces
criticism for promoting superficial learning and overreliance on
extrinsic rewards when not carefully designed (Adi et al., 2026).
This indicates a need for more sophisticated approaches that go
beyond traditional gamified practices.
| Dosen Pembimbing: | UNSPECIFIED | [error in script] |
|---|---|
| Item Type: | Book Section |
| Subjects: | L Education > L Education (General) P Language and Literature > PE English |
| Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > Program Studi Pendidikan Bahasa Inggris |
| Depositing User: | Perpustakaan UMBY |
| Date Deposited: | 28 Jul 2026 08:19 |
| Last Modified: | 28 Jul 2026 08:19 |
| URI: | https://eprints.mercubuana-yogya.ac.id/id/eprint/27308 |
