THE IMPLEMENTATION OF HOT CHAIR GAME IN TEACHING SPEAKING SKILL AT THE SECOND SEMESTER OF ENGLISH DEPARTMENT STUDENTS

Authors

  • Ummi Qalsum Arif English Department, Institut Keguruan dan Teknologi Larantuka

DOI:

https://doi.org/10.51878/teaching.v6i2.10187

Keywords:

Hot Chair Game, Keterampilan Berbicara, EFL, Pembelajaran Berbasis Permainan, Pengajaran Komunikatif

Abstract

ABSTRACT

Speaking is a crucial component of English language learning in EFL contexts, yet many university students encounter difficulties in expressing their ideas orally due to limited vocabulary, low confidence, and speaking anxiety. This study focuses on the use of the Hot Chair Game as an interactive learning strategy to enhance the speaking skills of second-semester students in the English Education Study Program at IKTL. The research employed a descriptive qualitative design. Data were collected through classroom observations, field notes, and students’ reflective written responses over four instructional meetings. Data were analyzed through descriptive qualitative analysis focusing on patterns of speaking performance, classroom interaction, and learning engagement. The findings reveal that the Hot Chair Game resulted in observable improvements in students’ vocabulary recall, speaking fluency, and willingness to participate in oral activities. In addition, students demonstrated increased confidence and reduced speaking anxiety, as indicated by more frequent voluntary responses and sustained oral interaction during classroom activities. Although some challenges remained, such as limited vocabulary mastery and occasional reliance on their native language, students gradually adapted to English-speaking situations. Overall, the results indicate that the Hot Chair Game is an effective and engaging alternative strategy for improving speaking skills in higher education, as it fosters active participation, reduces anxiety, and enhances communicative competence in EFL classrooms.

ABSTRAK

Speaking merupakan komponen penting dalam pembelajaran Bahasa Inggris dalam konteks EFL, namun banyak mahasiswa mengalami kesulitan dalam mengekspresikan ide secara lisan akibat keterbatasan kosakata, rendahnya rasa percaya diri, dan kecemasan berbicara. Penelitian ini berfokus pada penggunaan Hot Chair Game sebagai strategi pembelajaran interaktif untuk meningkatkan keterampilan berbicara mahasiswa semester dua Program Studi Pendidikan Bahasa Inggris di IKTL. Penelitian ini menggunakan desain deskriptif kualitatif. Data dikumpulkan melalui observasi kelas, catatan lapangan, dan respon reflektif tertulis mahasiswa selama empat kali pertemuan pembelajaran. Data dianalisis secara deskriptif kualitatif dengan fokus pada pola kemampuan berbicara mahasiswa, interaksi kelas, dan keterlibatan belajar selama proses pembelajaran. Hasil penelitian menunjukkan bahwa penerapan Hot Chair Game menghasilkan peningkatan dalam kemampuan mengingat kosakata, kelancaran berbicara, serta kemauan mahasiswa untuk berpartisipasi dalam aktivitas lisan. Selain itu, mahasiswa menunjukkan peningkatan rasa percaya diri dan penurunan kecemasan berbicara, yang ditandai dengan meningkatnya respon sukarela serta interaksi lisan yang lebih berkelanjutan di kelas. Meskipun masih ditemukan beberapa kendala seperti keterbatasan kosakata dan penggunaan bahasa ibu secara sesekali, mahasiswa secara bertahap mampu beradaptasi dalam situasi berbahasa Inggris. Secara keseluruhan, hasil penelitian menunjukkan bahwa Hot Chair Game merupakan strategi alternatif yang efektif dan menarik dalam meningkatkan keterampilan berbicara di perguruan tinggi karena mampu mendorong partisipasi aktif, mengurangi kecemasan, dan meningkatkan kompetensi komunikatif dalam konteks EFL.

Downloads

Download data is not yet available.

References

Aeni, N., Nur, S., Limbong, S., & Yunus, M. (2024). Promoting EFL students’ engagement by using Bamboozle: Digital game based learning in Indonesian higher education. Journal of English Education and Teaching, 8(3), 508–527. https://doi.org/10.33369/jeet.8.3.508-527

Aftinia, F., Munir, A., Nugroho, H. A., & Lutfi, A. (2025). Game-based learning in an EFL English club: Insights into speaking skills and self-efficacy development. TEM Journal, 14(3), 2431–2441. https://doi.org/10.18421/TEM143-47

Amalia, S. N., Widiati, U., Rachmajanti, S., Anugerahwati, M., & Waluyo, B. (2024). Factors shaping situated willingness to communicate: A multidimensional perspective in the Indonesian EFL context. Studies in English Language and Education, 11(3). https://jurnal.usk.ac.id/SiELE/article/view/34942

Aminah, S., & Shofiyuddin, M. (2025). Developing a Bogamon-Talk (board game of monopoly talking) to improve students' English speaking skills. Jurnal Inovasi Teknologi Pendidikan, 12(2), 219-230. https://jurnal.uny.ac.id/index.php/jitp/article/view/83475

Ardayati, A., & Ramasari, M. (2024). Acting, guessing, learning: Communicative games as a strategy to boost vocabulary mastery in young EFL learners. Utamax: Journal of Ultimate Research and Trends in Education, 6(3), 172-181. https://doi.org/10.31849/ce3cd768

Chen, Z. (2024). A study of Chinese undergraduate students’ English language speaking anxiety, expectancy value beliefs and spoken English proficiency. SAGE Open, 14(1), 1–14. https://doi.org/10.1177/21582440231219312

Daflizar, D. (2024). Out-of-class speaking anxiety among Indonesian EFL students and its relationship with self-perceived speaking skills, vocabulary proficiency, and gender. Journal of Languages and Language Teaching, 12(1), 240–253. https://doi.org/10.33394/jollt.v12i1.9342

Dewaele, J. M., Botes, E., & Meftah, R. (2023). A three-body problem: The effects of foreign language anxiety, enjoyment, and boredom on academic achievement. Annual Review of Applied Linguistics, 43, 7-22. https://doi.org/10.1017/S0267190523000016

Gunawan, I. D. (2025). The Implementation of Game-Based Learning to Enhance Students’ Speaking Skills in Indonesian EFL Classrooms: English. JOEY: Journal of English Ibrahimy, 4(2), 15-27. https://doi.org/10.35316/joey.2025.v4i2.15-27

Homayouni, M. (2022). Peer assessment in group-oriented classroom contexts: On the effectiveness of peer assessment coupled with scaffolding and group work on speaking skills and vocabulary learning. Language Testing in Asia, 12(61). https://doi.org/10.1186/s40468-022-00211-3

Hwang, G. J., Chen, P. Y., Chu, S. T., Chuang, W. H., Juan, C. Y., & Chen, H. Y. (2023). Game-based language learning in technological contexts: An integrated systematic review and bibliometric analysis. International Journal of Online Pedagogy and Course Design (IJOPCD), 13(1), 1-25. https://doi.org/10.4018/IJOPCD.316184

Plass, J. L., Mayer, R. E., & Homer, B. D. (2020). Handbook of game-based learning. MIT Press.

Richards, J. C. (2021). Teaching speaking strategies for communicative classrooms. Cambridge University Press.

Sa’adah, S. L., Ningrum, A. S. B., Saharani, A. A., & Amin, S. S. A. E. G. (2024). Improving student’s speaking ability through guessing game for ninth grade of MTs Nurul Islam Kediri. Indonesian Journal of Multidisciplinary Educational Research, 2(1). https://doi.org/10.30762/ijomer.v2i1.2763

Sari, S. C., & Setyawan, M. A. (2025). Secondary School Students’ Perception Of Learning Speaking Through Video Digital Storytelling. EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi, 5(1), 18–26. https://doi.org/10.51878/edutech.v5i1.4449

Sun, J. (2024). Exploring Chinese college students’ emotions in EFL speaking classrooms. SAGE Open, 14(2). https://doi.org/10.1177/21582440241256248

Syahroni, A. I., & Wahono, S. S. (2024). How is Hot Seat game in the EFL students’ perception in learning English speaking skill? TELL-US Journal, 10(1). https://doi.org/10.22202/tus.2024.v1i1.7889

Thornbury, S. (2005). How to teach speaking. Pearson Longman.

Wu, H. W. (2024). The more, the better? A multivariate longitudinal study on L2 motivation and anxiety in EFL oral presentations. Frontiers in Education, 9, Article 1394922. https://doi.org/10.3389/feduc.2024.1394922

Yulianingsih, F., Dollah, S., & Amin, F. H. (2025). Student Voices: Exploring Learners'perceptions Of Question Games To Improve Speaking Skills In An Indonesian Efl Classroom. International Journal of Business English and Communication, 3(4), 192-197. https://journal.unm.ac.id/index.php/ijobec/article/view/9542

Yuliyanto, S., Sukmaningrum, R., Adi, A. P. K., & Waewchimplee, W. (2025). The Effect of Using Bamboozle on Students’ Speaking Skills in Thailand’s EFL Classroom. JOLLT Journal of Languages and Language Teaching, 13(4), 2079-2090. https://ojspanel.undikma.ac.id/index.php/jollt/article/view/17287

Zuhriya, N. A., & Musyarofah, L. (2026). Enhancing Efl Reading Comprehension Through Chunking Strategies: Classroom Research In Vocational Education. EDUCATIONAL : Jurnal Inovasi Pendidikan & Pengajaran, 6(2), 920–931. https://doi.org/10.51878/educational.v6i2.9989

Downloads

Published

2026-05-07

How to Cite

Arif, U. Q. (2026). THE IMPLEMENTATION OF HOT CHAIR GAME IN TEACHING SPEAKING SKILL AT THE SECOND SEMESTER OF ENGLISH DEPARTMENT STUDENTS. TEACHING : Jurnal Inovasi Keguruan Dan Ilmu Pendidikan, 6(2), 952–963. https://doi.org/10.51878/teaching.v6i2.10187

Issue

Section

Articles

Similar Articles

<< < 3 4 5 6 7 8 9 10 11 12 > >> 

You may also start an advanced similarity search for this article.