Enhancing Young Learners’ English Vocabulary Mastery Through Animal Quest Gamification

Authors

  • Tiara Noviarini Universitas Muhammadiyah Lampung, Indonesia
  • Mark Philip Castillo Paderan University of Makati, Philippines
  • Zohri Hamdani Universitas Muhammadiyah Lampung, Indonesia
  • Fini Widya Fransiska Universitas Muhammadiyah Pringsewu, Indonesia
  • Dhafiya Fitriani Universitas Muhammadiyah Lampung, Indonesia

DOI:

https://doi.org/10.33394/jollt.v14i1.18045

Keywords:

Interactive Storytelling, Vocabulary Mastery, English Language Learning;, Primary Education, Educational Technology, Learner Engagemen

Abstract

English language acquisition is indispensable for cultivating communication competencies and fostering intercultural understanding from an early stage. However, Indonesian elementary students frequently encounter difficulties in vocabulary mastery due to repetitive instructional approaches and a deficiency of engaging, visual media tailored to young learners’ concrete learning styles. This research examines the efficacy of the gamified media, Animal Quest, in enhancing students’ English vocabulary. Employing a quantitative quasi-experimental methodology, forty first-grade students at SD Negeri 5 Pringsewu Barat were divided into an experimental group and a control group. Data were collected through pre-tests and post-tests and subsequently analyzed using SPSS 25.0 with paired and independent t-tests. The findings reveal a statistically significant improvement within the experimental group, which demonstrated a higher mean post-test score (87.05) compared to the control group (70.20). These results imply that gamification via Animal Quest effectively enhances vocabulary acquisition, engagement, and motivation among young learners. Furthermore, the study underscores that gamified storytelling media can serve as a valuable instructional innovation within primary English education, aligning with the objectives of the Merdeka Belajar curriculum and encouraging educators to adopt more interactive, student-centered pedagogical practices.

Author Biographies

Tiara Noviarini, Universitas Muhammadiyah Lampung

English Language Education, Faculty of Teacher Training and Education, Universitas Muhammadiyah Lampung, Jalan H. Zainal Abidin Pagar Alam No.14, Lampung, Indonesia

Mark Philip Castillo Paderan, University of Makati

English Lecturer, Liberal Art, Department of Social Sciences, Philosophy, and Humanities, University of Makati, Philippines

Zohri Hamdani, Universitas Muhammadiyah Lampung

English Language Education, Faculty of Teacher Training and Education, Universitas Muhammadiyah Lampung, Jalan H. Zainal Abidin Pagar Alam No.14, Lampung, Indonesia

Fini Widya Fransiska, Universitas Muhammadiyah Pringsewu

 English Lecturer, Faculty of Health, Universitas Muhammadiyah Pringsewu, Jl. KH. Ahmad Dahlan No.112, Kabupaten Pringsewu, Lampung, Indonesia

Dhafiya Fitriani, Universitas Muhammadiyah Lampung

 English Language Education, Faculty of Teacher Training and Education, Universitas Muhammadiyah Lampung, Jalan H. Zainal Abidin Pagar Alam No.14, Lampung, Indonesia

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Published

2026-01-22

How to Cite

Noviarini, T., Paderan, M. P. C., Hamdani, Z., Fransiska, F. W., & Fitriani, D. (2026). Enhancing Young Learners’ English Vocabulary Mastery Through Animal Quest Gamification. JOLLT Journal of Languages and Language Teaching, 14(1), 377–388. https://doi.org/10.33394/jollt.v14i1.18045

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