TEACHERS' EFFORTS TO INCREASE ENGLISH LEARNING MOTIVATION THROUGH INTERACTIVE LEARNING

Authors

  • Hafizatun Septi Arizky Universitas Islam Negeri Palangka Raya, Indonesia
  • Aufa Nabila Universitas Islam Negeri Palangka Raya, Indonesia
  • Adelia Salsabilla Universitas Islam Negeri Palangka Raya, Indonesia
  • Muhammad Aripin Ilham Universitas Islam Negeri Palangka Raya, Indonesia
  • Muhamad Hakim Universitas Islam Negeri Palangka Raya, Indonesia
  • Abdul Syahid Universitas Islam Negeri Palangka Raya, Indonesia

DOI:

https://doi.org/10.51878/elementary.v6i1.8975

Keywords:

Upaya guru, pembelajaran interaktif, motivasi, pembelajaran bahasa Inggris

Abstract

Low motivation and passive participation of students in English learning are significant challenges in developing communicative competence at the elementary school level. This study aims to improve student learning motivation through the implementation of interactive learning strategies that include educational games, group discussions, and the use of visual worksheets. Conducted using the Classroom Action Research (CAR) method at Sahabat Alam School, Palangka Raya, this study involved 21 fifth and sixth grade students through two cycles consisting of planning, implementation, observation, and reflection. Data collection was conducted through classroom observations, interviews, and tests to measure changes in learning behavior. The results showed a significant increase in all motivation indicators between Cycle I and Cycle II: student participation increased by 28% (from 58% to 86%), active speaking increased by 29% (from 52% to 81%), group cooperation grew by 28% (from 60% to 88%), and enthusiasm increased by 27% (from 63% to 90%). Qualitatively, students showed increased confidence and courage to interact in English without fear of mistakes. It was concluded that the integration of interactive learning tools effectively changed the classroom dynamics to be more lively and meaningful, so teachers were recommended to maintain this strategy to maintain the consistency of student motivation in the long term.

ABSTRAK

Rendahnya motivasi dan partisipasi pasif siswa dalam pembelajaran bahasa Inggris menjadi tantangan signifikan dalam pengembangan kompetensi komunikatif di tingkat sekolah dasar. Penelitian ini bertujuan untuk meningkatkan motivasi belajar siswa melalui penerapan strategi pembelajaran interaktif yang meliputi permainan edukatif, diskusi kelompok, dan penggunaan lembar kerja visual. Dilaksanakan dengan metode Penelitian Tindakan Kelas (PTK) di Sekolah Sahabat Alam Palangka Raya, studi ini melibatkan 21 siswa kelas lima dan enam melalui dua siklus yang terdiri dari tahap perencanaan, pelaksanaan, pengamatan, dan refleksi. Pengumpulan data dilakukan melalui observasi kelas, wawancara, dan tes untuk mengukur perubahan perilaku belajar. Hasil penelitian menunjukkan peningkatan signifikan pada seluruh indikator motivasi antara Siklus I dan Siklus II: partisipasi siswa meningkat sebesar 28% (dari 58% menjadi 86%), keaktifan berbicara naik 29% (dari 52% menjadi 81%), kerja sama kelompok bertumbuh 28% (dari 60% menjadi 88%), dan antusiasme meningkat 27% (dari 63% menjadi 90%). Secara kualitatif, siswa menunjukkan peningkatan kepercayaan diri dan keberanian untuk berinteraksi dalam bahasa Inggris tanpa rasa takut salah. Disimpulkan bahwa integrasi alat pembelajaran interaktif efektif mengubah dinamika kelas menjadi lebih hidup dan bermakna, sehingga guru direkomendasikan untuk mempertahankan strategi ini guna menjaga konsistensi motivasi siswa dalam jangka panjang.

 

References

Alibakhshi, G., Zarei, M. A., & Labbafi, A. (2025). Digital video games and language learners’ vocabulary learning, motivation and engagement: Teachers’ perceptions of types and effectiveness. Computer-Assisted Language Learning Electronic Journal, 26(1), 94–113. https://doi.org/10.54855/callej.252616

Chen, L. (2023). Interactive picture books and learner motivation in primary English classrooms. AsiaCALL Online Journal, 14(1), 77–89. https://doi.org/10.54855/acoj.231415

Chen, T.-I., Chung, H.-C., & Lin, S.-K. (2023). The effect of applying language picture books in reciprocal teaching on students’ language learning motivations. SAGE Open, 13(4). https://doi.org/10.1177/21582440231218857

Chowdhury, M., Dixon, L., Kuo, L.-J., Donaldson, J. P., Eslami, Z., Viruru, R., & Luo, W. (2024). Digital game-based language learning for vocabulary development. Computers and Education Open, 6, 100160. https://doi.org/10.1016/j.caeo.2024.100160

Davis, W. S. (2022). Autonomy, competence, relatedness, and beneficence: Exploring the interdependence of basic needs satisfaction in postsecondary world language education. Journal for the Psychology of Language Learning, 4(1), 1–19. https://doi.org/10.52598/jpll/4/1/2

Deliman, A. (2025). From picturebooks to play: Dialogic pedagogy for cultivating agency and social awareness in young learners. Education Sciences, 15(6), 731. https://doi.org/10.3390/educsci15060731

Dhamayanti, F. I. (2021). EFL students’ perception and motivation toward Quizizz as e-learning media in English e-classroom. Education of English as Foreign Language, 4(2), 71–78. https://doi.org/10.21776/ub.educafl.2021.004.02.03

Febrianti, D. T., & Taufiq, W. (2025). The Wordwall-based gamification in teaching English vocabulary. Metaedukasi: Jurnal Ilmiah Pendidikan, 7(1), 47–56. https://doi.org/10.37058/metaedukasi.v7i1.16225

Gini, F., Bassanelli, S., Bonetti, F., Mogavi, R. H., Bucchiarione, A., & Marconi, A. (2025). The role and scope of gamification in education: A scientometric literature review. Acta Psychologica, 259, 105418. https://doi.org/10.1016/j.actpsy.2025.105418

Gunawan, I. D. (2025). Gamification in teaching English to young learners: A review of recent studies. JEEP (Journal of English Education Program), 6(2), 241–252. https://doi.org/10.26418/jeep.v6i2.94890

Harahap, S. H., & Kembaren, F. R. W. (2023). Teachers’ perceptions of utilizing Quizizz application in ELT for young learners. Scope: Journal of English Language Teaching, 7(2), 278–283. https://doi.org/10.30998/scope.v7i2.16224

Hernández, E. H., Lozano-Jiménez, J. E., Noguera, J. M. R., & Murcia, J. A. M. (2022). Relationships among instructor autonomy support, and university students’ learning approaches, perceived professional competence, and life satisfaction. PLOS ONE, 17(4), e0266039. https://doi.org/10.1371/journal.pone.0266039

Jara Chiriboga, S. P., Valverde Alvarez, J. H., Moreira Pozo, D. A., Toscano Caisalitin, J. A., Yaule Chingo, M. B., Catota Quinaucho, C. V., & Bernal Parraga, A. P. (2025). Gamification and English learning: Innovative strategies to motivate students in the classroom. Revista Científica de Salud y Desarrollo Humano, 6(1), 1609–1633. https://doi.org/10.61368/r.s.d.h.v6i1.549

Jeno, L. M., Egelandsdal, K., & Grytnes, J. (2022). A qualitative investigation of psychological need-satisfying experiences of a mobile learning application: A Self-Determination Theory approach. Computers and Education Open, 3, 100108. https://doi.org/10.1016/j.caeo.2022.100108

Krath, J., Schürmann, L., & Von Korflesch, H. F. O. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963. https://doi.org/10.1016/j.chb.2021.106963

Lailia, M., Suwarso, P. N., & Iswahyuni, I. (2024). The use of board games for EFL learning: Teacher’s perspective. Journey: Journal of English Language and Pedagogy, 7(2), 284–290. https://doi.org/10.33503/journey.v7i2.841

Lestari, D., Dwiyono, Y., & Makmun, M. (2024). Classroom action research: Enhancing IPAS learning outcomes on Indonesians’ cultural diversity using Wordwall to elementary school students. Pedagogia, 22(2), 123–134. https://doi.org/10.17509/pdgia.v22i2.73897

Liu, S., Zhang, S., & Dai, Y. (2025). Do mobile games improve language learning? A meta-analysis. Computer Assisted Language Learning. Advance online publication. https://doi.org/10.1080/09588221.2025.2528786

Mintarsih, M., & Yani, A. (2024). The impact of picture prompts on students’ ability in subject-verb agreement: A classroom action research. IJIET (International Journal of Indonesian Education and Teaching), 8(2), 324–333. https://doi.org/10.24071/ijiet.v8i2.7166

Ningsih, N. L. A. B. H. (2023). The importance of game-based learning in English learning for young learners in the 21st century. The Art of Teaching English as a Foreign Language (TATEFL), 4(1), 25–30. https://doi.org/10.36663/tatefl.v4i1.492

Panmei, B., & Waluyo, B. (2022). The pedagogical use of gamification in English vocabulary training and learning in higher education. Education Sciences, 13(1), 24. https://doi.org/10.3390/educsci13010024

Pasaribu, A. N., Manik, S., Sinambela, E., Pasaribu, T. K., Sihite, J. E., Sembiring, R. A., Lestari, F. D., & Panggabean, A. J. (2021). Training teachers to use action research in the classroom. International Journal of Community Service, 1(2), 73–76. https://doi.org/10.51601/ijcs.v1i2.24

Permana, P., Permatawati, I., & Khoerudin, E. (2023). Foreign language learning gamification using Quizizz: A systematic review based on students’ perception. Eralingua: Jurnal Pendidikan Bahasa Asing dan Sastra, 7(2), 233–244. https://doi.org/10.26858/eralingua.v7i2.23969

Pikhart, M., Klímová, B., & Ruschel, F. B. (2023). Foreign language vocabulary acquisition and retention in print text vs. digital media environments. Systems, 11(1), 30. https://doi.org/10.3390/systems11010030

Saptarina, E., Dabamona, M., & Yulianingsih, L. (2025). Examining the relationship between learning motivation in gamified English learning and English competence among primary school students. JETL (Journal of Education and Teaching Learning), 7(2), 30–45. https://doi.org/10.51178/jetl.v7i2.2412

Saputra, A. D., Septiani, L., Adriani, R., & Sundari, H. (2021). Game-based English learning for young learners: A systematic review. JEdu: Journal of English Education, 1(3), 109–122. https://doi.org/10.30998/jedu.v1i3.4752

Subroto, F. K. H., Arochman, T., & Karma, C. P. F. (2024). The effectiveness of using LiveWorksheets on students’ reading skill of narrative text at State Islamic Senior High School Temanggung. EduLine: Journal of Education and Learning Innovation, 4(4), 496–503. https://doi.org/10.35877/454RI.eduline2998

Supasa, A. Y., Ramadhani, M. R., Ningrum, F. S., & Hamuddin, B. (2024). Exploring the impact of gamification on English language learning for students in Asia countries: A systematic review. EDUTREND: Journal of Emerging Issues and Trends in Education, 1(3), 136–151. https://doi.org/10.59110/edutrend.460

Susaniari, N. K. A. C., & Santosa, M. H. (2024). A systematic review on the implementation of game-based learning to increase EFL students’ motivation. Journal of English Language and Education, 9(6), 77–87. https://doi.org/10.31004/jele.v9i6.520

Zeng, J., Sun, D., Looi, C., & Fan, A. C. W. (2024). Exploring the impact of gamification on students’ academic performance: A comprehensive meta?analysis of studies from the year 2008 to 2023. British Journal of Educational Technology, 55(6), 2478–2502. https://doi.org/10.1111/bjet.13471

Zhang, R., & Zou, D. (2022). A state-of-the-art review of the modes and effectiveness of multimedia input for second and foreign language learning. Computer Assisted Language Learning, 35(9), 2790–2829. https://doi.org/10.1080/09588221.2021.1896555

Downloads

Published

2026-01-15

How to Cite

Arizky, H. S., Nabila, A. ., Salsabilla, A. ., Ilham, M. A. ., Hakim, M. ., & Syahid, A. . (2026). TEACHERS’ EFFORTS TO INCREASE ENGLISH LEARNING MOTIVATION THROUGH INTERACTIVE LEARNING. ELEMENTARY: Jurnal Inovasi Pendidikan Dasar , 6(1), 42-51. https://doi.org/10.51878/elementary.v6i1.8975

Issue

Section

Articles

Most read articles by the same author(s)

Obs.: This plugin requires at least one statistics/report plugin to be enabled. If your statistics plugins provide more than one metric then please also select a main metric on the admin's site settings page and/or on the journal manager's settings pages.