Game-Based Learning in an EFL English Club: Insights into Speaking Skills and Self-Efficacy Development Cover Image

Game-Based Learning in an EFL English Club: Insights into Speaking Skills and Self-Efficacy Development
Game-Based Learning in an EFL English Club: Insights into Speaking Skills and Self-Efficacy Development

Author(s): Fitria Aftinia, Ahmad Munir, Him’mawan Adi Nugroho, Achmad Lutfi
Subject(s): Education, School education, Educational Psychology
Published by: UIKTEN - Association for Information Communication Technology Education and Science
Keywords: English clubs; Game-Based Learning; junior high school students; self-efficacy in speaking; speaking skills

Summary/Abstract: English clubs in schools are commonly expected to help students develop fluency in speaking English. This study examines the impact of Game-Based Learning – the use of the Bingo game, a modified matching game, and ‘Two Truths and a Lie’ game – in the English club on students’ speaking skills and self-efficacy in speaking. This study was mixed-method research and employed an explanatory sequential design. Twenty-four students as members of the English club in a state junior high school in Surabaya, East Java, Indonesia, participated in this study. Quantitative data were collected through oral tests and questionnaires, while qualitative data were gathered through follow-up interviews. The results indicated that using these three games in the English club has a good effect, with a Cohen's d of 1.14019, indicating a large effect size on students' speaking skills, but only a little on their self-efficacy in speaking. The follow-up interviews revealed the students' opinions towards the three games and the reasons that influence their self-efficacy in speaking. It is suggested to consider the elements of games and related constructs of self-efficacy when selecting games for further research.

  • Issue Year: 14/2025
  • Issue No: 3
  • Page Range: 2431-2441
  • Page Count: 47
  • Language: English
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