Overcoming Learning Boredom through Digital Game-Based Learning

Authors

  • Aulia Hanifah Qomar Universitas Muhammadiyah Metro, Indonesia
  • Refai Refai Universitas Muhammadiyah Metro, Indonesia
  • I Nyoman Aditya Mahendra Universitas Muhammadiyah Metro, Indonesia
  • Zharifa Putri Rahmadani Universitas Muhammadiyah Metro, Indonesia
  • Inggita Rantya Lolita Universitas Muhammadiyah Metro, Indonesia
  • Fitri Palupi Kusumawati Universitas Muhammadiyah Metro, Indonesia

DOI:

https://doi.org/10.56013/linguapedia.v9i2.4900

Keywords:

digital game-based learning; student engagement; learning boredom; qualitative study

Abstract

This study investigates the implementation of Digital Game-Based Learning (DGBL) as a creative solution to reduce learning boredom at Yos Sudarso Metro High School. It explored the impact of game-based tools on student engagement, motivation, and understanding during the learning process. This research employed a qualitative method, with data collected through classroom observations and Google Forms questionnaires. The data were analyzed using Qualitative Thematic Analysis to identify recurring patterns in students’ experiences. The findings indicated three main themes, namely increased student engagement, perceived effectiveness of digital game platforms, and challenges in implementation. Platforms such as Quizizz and Wordwall encourage interactive and enjoyable learning, leading to improved comprehension, particularly in English subjects. This qualitative study involved 32 eleventh-grade students selected through purposive sampling, with data collected through classroom observations and a structured questionnaire.  However, limitations such as unequal access to technology and inconsistency in tool effectiveness remain obstacles. The study concludes that DGBL is a promising approach to minimize learning boredom and fostering a more dynamic, student-centered learning environment. These results suggest that integrating game-based tools into classroom instruction can enhance participation and learning outcomes, provided that implementation challenges are addressed with proper planning and resources

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Published

2025-11-28

How to Cite

Qomar, A. H., Refai, R., Mahendra, I. N. A., Rahmadani, Z. P., Lolita, I. R., & Kusumawati, F. P. (2025). Overcoming Learning Boredom through Digital Game-Based Learning. Linguapedia, 9(2), 163–171. https://doi.org/10.56013/linguapedia.v9i2.4900

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Section

Articles