Beyond Fun and Games: Teachers’ Perception and Pedagogical Appropriation of Wayground in EFL Classrooms

Authors

  • Armelia Nungki Nurbani Universitas PGRI Adi Buana Surabaya
  • Sheintya Rindang Mayangsari Universitas PGRI Adi Buana Surabaya

DOI:

https://doi.org/10.30599/tbvr8t78

Keywords:

English Language Learning, Gamiffication, Wayground

Abstract

This study explores teachers' perceptions of applying Wayground as a gamification friendly learning technology for English education. Gamification is a learning pedagogy that employs the application of game mechanisms to increase learners' motivation and engagement. Wayground is considered capable of enabling a participative, competitive, and enjoyable learning environment. This study applies the qualitative descriptive approach in the form of two senior high school English teachers' semi-structured interviews with more than two years of teaching experience. The study indicates that teachers are positively impressed with Wayground because it raises the level of student engagement, improves collaboration, and encourages the improvement of English language skills. Flexibility in modifying content to address the needs of students is also appreciated by teachers. Poor internet connection and poor infrastructure constrain it, though. Based on this research, Wayground can be utilized in learning English but needs training, infrastructure, and institutional support in order to apply item

Downloads

Download data is not yet available.

References

Abdullah Alhebshi, A., & Saeed Halabi, M. (2020). Teachers’ and Learners’ Perceptions Towards Digital Game-Based Learning in ESL Classroom. Journal for the Study of English Linguistics, 8(1), 166. https://doi.org/10.5296/jsel.v8i1.17353

Albalhareth, A., Paul, P., & Alasmari, A. (2022). Teachers’ Perceptions Of Metacognitive Strategies And Assessments Used With D/Deaf And Hard Of Hearing Students. Journal Human Research in Rehabilitation, 12, 5–21. https://doi.org/10.21554/hrr.042201 15(2), 103–112.

Ardiansyah, Risnita, & Jailani, M. S. (2023). Teknik Pengumpulan Data Dan Instrumen Penelitian Ilmiah Pendidikan Pada Pendekatan Kualitatif dan Kuantitatif. Jurnal IHSAN : Jurnal Pendidikan Islam, 1(2), 1–9. https://doi.org/10.61104/ihsan.v1i2.57

Braun, V., & Clarke, V. (2012). Thematic analysis. In APA handbook of research methods in psychology, Vol 2: Research designs: Quantitative, qualitative, neuropsychological, and biological. (pp. 57–71). American Psychological Association. https://doi.org/10.1037/13620-004

Castillo-Parra, B., Hidalgo-Cajo, B. G., Vásconez-Barrera, M., & Oleas-López, J. (2022). Gamification in higher education: A review of the literature. World Journal on Educational Technology: Current Issues, 14(3), 797–816. https://doi.org/10.18844/wjet.v14i3.7341

Daryanes, F. (2023). Kahoot and Wayground Training for Teachers in the Online Learning Evaluation Process. Jurnal Pengabdian Kepada Masyarakat (Indonesian Journal of Community Engagement), 9, 46. https://doi.org/10.22146/jpkm.70237

Di, I., Negeri, S. M. K., Putu, N., Maharani, D., & Sueca, I. N. (2024). Pendidikan Bahasa Inggris , ITP Markandeya Bali , Indonesia. 5(2), 1270–1279.

Fadiyah, F., Fuadi, A., Nurjannah, N., Irmayanti, I., & Lita, W. (2023). Wayground Application-Based Interactive Learning Media Development Workshop for Junior High School Teacher. Pengabdian: Jurnal Abdimas, 1, 59–65. https://doi.org/10.55849/abdimas.v1i2.157

Inayati, N., & Waloyo, A. A. (2022). The influence of Quizziz-online gamification on learning engagement and outcomes in online English language teaching. Journal on English as a Foreign Language, 12(2), 249–271. https://doi.org/10.23971/jefl.v12i2.3546

Luo, Z. (2023). The Effectiveness of Gamified Tools for Foreign Language Learning (FLL): A Systematic Review. In Behavioral Sciences (Vol. 13, Issue 4). MDPI. https://doi.org/10.3390/bs13040331

Mee Mee, R. W., Shahdan, T. S. T., Ismail, M. R., Abd Ghani, K., Pek, L. S., Von, W. Y., Woo, A., & Rao, Y. S. (2020). Role of gamification in classroom teaching: Pre-service teachers’ view. International Journal of Evaluation and Research in Education, 9(3), 684–690. https://doi.org/10.11591/ijere.v9i3.20622

Naeem, M., Ozuem, W., Howell, K., & Ranfagni, S. (2023). A Step-by-Step Process of Thematic Analysis to Develop a Conceptual Model in Qualitative Research. International Journal of Qualitative Methods, 22. https://doi.org/10.1177/16094069231205789

Nugroho, A., Sumardjoko, B., & Wulandari, M. (2025). Effectiveness Of Quizzizz Assessment To Improve Social Attitudes Of Elementary School Students. Jurnal Pendidikan Dan Pengajaran Guru Sekolah Dasar (JPPGuseda), 8, 12–19. https://doi.org/10.55215/jppguseda.v8i1.10963

Oktavia Siregar, A., & Yaswinda, Y. (2022). Impact of Gadget Use Cognitive Development.

Putu Wulantari, N., Rachman, A., Nurmalia Sari, M., Jola Uktolseja, L., Rofi, A., & Tabanan, S. (2023). The Role Of Gamification In English Language Teaching: A Literature Review. Journal on Education, 06(01), 2847–2856.

Rahmah, S., & Saragih, D. (2023). Exploring Students’ Perception of Wayground as a Learning Media in Higher Education (Vol. 49, Number 3).

Ruslin, Mashuri, S., Rasak, M. S. A., Alhabsyi, F., & Syam, H. (2022). Semi-structured Interview: A Methodological Reflection on the Development of a Qualitative Research Instrument in Educational Studies. IOSR Journal Of Research & Method in Education (IOSR-JRME), 12(1), 22–29. https://doi.org/10.9790/7388-1201052229

Robutti, O., Trouche, L., Cusi, A., Psycharis, G., Kumar, R., & Pynes, D. (2024). Tools and Resources Used/Designed for Teacher Collaboration and Resulting from Teacher Collaboration (pp. 203–274). https://doi.org/10.1007/978-3-031-56488-8_5

Susilo, M., Sulisworo, D., & Beungacha, S. (2023). Technology and Its Impact on Education. Buletin Edukasi Indonesia, 2, 47–54. https://doi.org/10.56741/bei.v2i02.285

Urbanus, U. (2024). Use of Digital Technology in Education at The State Institut of Christiany Palangka Raya. Journal of Learning and Technology, 3(1), 29–37.

Widya, P., & Sumbawa, D. (2023). Workshop Using Quizzz As A Learning Media. 3(1), 71–75.

Widyasari, P., & Maghfiroh, A. (2023). The Advantages of Artificial Intelligence ELSA Speak Application for Speaking English Learners in Improving Pronunciation Skills (Vol. 9).

Yanuarto, W., & Hastinasyah, P. (2023). Gamification: Wayground in Mathematical Game Learning for Secondary Students. Indonesian Journal of Mathematics Education, 5, 64. https://doi.org/10.31002/ijome.v5i2.6588

Zainudin, Z. A., & Zulkiply, N. (2023). Gamification in Learning: Students’ Motivation and Cognitive Engagement in Learning Business Using Wayground. Asian Journal of University Education, 19(4), 823–833. https://doi.org/10.24191/AJUE.V19I4.24928

Downloads

Published

2026-07-25

How to Cite

Beyond Fun and Games: Teachers’ Perception and Pedagogical Appropriation of Wayground in EFL Classrooms. (2026). Channing: Journal of English Language Education and Literature, 11(2), 65-77. https://doi.org/10.30599/tbvr8t78
  Abstract Views: 3 |   File Views: 1