Gamifying English Proficiency: A Needs Analysis for EFL Student Course Design

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Gepubliceerd in:Online Learning vol. 29, no. 2 (2025), p. 241
Hoofdauteur: Yazid Basthomi
Andere auteurs: Ivone, Francisca Maria, Kharis, M, Slamet, Joko
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Online Learning Consortium, Inc
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001 3227889780
003 UK-CbPIL
022 |a 2472-5749 
035 |a 3227889780 
045 2 |b d20250101  |b d20251231 
084 |a EJ1474273 
100 1 |a Yazid Basthomi 
245 1 |a Gamifying English Proficiency: A Needs Analysis for EFL Student Course Design 
260 |b Online Learning Consortium, Inc  |c 2025 
513 |a Report Article 
520 3 |a This study addresses critical gaps in English proficiency assessments, particularly for English as a Foreign Language (EFL) students, by focusing on the foundational aspect of needs analysis in designing a platform to assist EFL students in preparation for real English proficiency tests. The existing tests, such as TOEFL and IELTS, often fail to align with the practical language skills necessary for test preparation. By conducting a needs analysis, this research aims to lay a robust foundation for the development of a gamified platform tailored to the specific linguistic demands of EFL learners. Employing a cross-sectional survey method, 120 participants from undergraduate (S1), master's (S2), and doctoral (S3) programs were purposively selected from the Faculty of Letters at Universitas Negeri Malang. Data analysis followed rigorous procedures using the Rasch Model to ensure the validity and reliability of responses, examining the alignment of each survey item with the intended constructs. The findings reveal both positive and negative insights into learner preferences and goals, highlighting the importance of interactive learning experiences and practical application opportunities. The study underscores the transformative potential of gamification in language learning, emphasizing its ability to enhance learner engagement and motivation. The implications of the study extend to language educators, curriculum developers, and policymakers, advocating for the integration of learner-centered approaches and gamified elements into English proficiency courses. The study's results suggest that tailored instructional materials and innovative pedagogical strategies are critical to addressing the diverse needs of EFL students. Recommendations include exploring cross-disciplinary applications of gamified learning strategies to further enhance educational practices in various settings. 
651 4 |a Indonesia 
653 |a Needs Assessment 
653 |a English (Second Language) 
653 |a Second Language Learning 
653 |a Second Language Instruction 
653 |a Game Based Learning 
653 |a Language Proficiency 
653 |a Language Tests 
653 |a Test Preparation 
653 |a Learning Management Systems 
653 |a Student Needs 
653 |a Undergraduate Students 
653 |a Graduate Students 
653 |a Doctoral Students 
653 |a Preferences 
653 |a Goal Orientation 
653 |a Learning Experience 
653 |a Learning Motivation 
653 |a Student Centered Learning 
653 |a Instructional Materials 
653 |a Interdisciplinary Approach 
653 |a Learning Strategies 
653 |a Transformative Learning 
653 |a Student Attitudes 
653 |a Instructional Design 
653 |a Foreign Countries 
700 1 |a Ivone, Francisca Maria 
700 1 |a Kharis, M 
700 1 |a Slamet, Joko 
773 0 |t Online Learning  |g vol. 29, no. 2 (2025), p. 241 
786 0 |d ProQuest  |t ERIC 
856 4 1 |3 Citation/Abstract  |u https://www.proquest.com/docview/3227889780/abstract/embedded/7BTGNMKEMPT1V9Z2?source=fedsrch 
856 4 0 |3 Full text outside of ProQuest  |u http://eric.ed.gov/?id=EJ1474273