Abstract
This study introduces a gamified virtual language laboratory (lab) designed for mobile platforms, employing quiz-based content to bolster interaction and engagement in online Indonesian language learning. To see the effectiveness of the proposed application, the first two levels of the Kirkpatrick model have been carried out, namely reaction and learning evaluation. A quasi-experiment was conducted involving 260 first-year undergraduate students, divided into an experimental group and a control group, who underwent a pretest, learning activities, and a posttest. First, the reaction level utilized a 38-item questionnaire to measure usability, game experience, and interactive learning perception, with strong correlations (r > 0.5) and high internal consistency (alpha = 0.964) confirming the validity and reliability of the data and revealing positive student attitudes through descriptive statistics. Second, the evaluation of the learning level encompassed pretest and posttest scores from 60 questions. This analysis employed the Mann-Whitney U test with an Asym. Sig. (2-tailed) value of 0.001, indicating a significant difference in learning outcomes. The experimental group showed a higher mean score gain (pretest = 65.94; posttest = 82.94) compared to the control group (pretest = 71.50; posttest = 77.66). These findings underscore the efficacy of the gamified approach in enhancing Indonesian language learning.
Copyright of articles is retained by authors and CALL-EJ. As CALL-EJ is an open-access journal, articles are free to use, with proper attribution, in educational and other non-commercial settings. Sources must be acknowledged appropriately.