Vol.14, No.3, August 2025.                                                                                                                                                                          ISSN: 2217-8309

                                                                                                                                                                                                                        eISSN: 2217-8333

 

TEM Journal

 

TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS

Association for Information Communication Technology Education and Science


Game-Based Learning in an EFL English Club: Insights into Speaking Skills and Self-Efficacy Development

 

Fitria Aftinia, Ahmad Munir, Him’mawan Adi Nugroho, Achmad Lutfi

 

© 2025 Ahmad Munir, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)

 

Citation Information: TEM Journal. Volume 14, Issue 3, Pages 2431-2441, ISSN 2217-8309, DOI: 10.18421/TEM143-47, August 2025.

 

Received: 09 December 2024.

Revised: 13 June 2025.
Accepted: 08 July 2025.
Published: 27 August 2025.

 

Abstract:

 

English clubs in schools are commonly expected to help students develop fluency in speaking English. This study examines the impact of Game-Based Learning – the use of the Bingo game, a modified matching game, and ‘Two Truths and a Lie’ game – in the English club on students’ speaking skills and self-efficacy in speaking. This study was mixed-method research and employed an explanatory sequential design. Twenty-four students as members of the English club in a state junior high school in Surabaya, East Java, Indonesia, participated in this study. Quantitative data were collected through oral tests and questionnaires, while qualitative data were gathered through follow-up interviews. The results indicated that using these three games in the English club has a good effect, with a Cohen's d of 1.14019, indicating a large effect size on students' speaking skills, but only a little on their self-efficacy in speaking. The follow-up interviews revealed the students' opinions towards the three games and the reasons that influence their self-efficacy in speaking. It is suggested to consider the elements of games and related constructs of self-efficacy when selecting games for further research.

 

Keywords – English clubs, Game-Based Learning, junior high school students, self-efficacy in speaking, speaking skills.

 

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