Experimental Study: Effectiveness of 'The Witchy' Card Game in Enhancing EFL Students’ Critical Thinking and Verbal Interaction Skills
English
DOI:
https://doi.org/10.22225/jr.11.1.2025.322-331Keywords:
Al-Azhar Islamic Boarding School, Distinctive speech levels of ML, and the use of èngghi-bhuntenAbstract
The rapid advancement of digitalization presents challenges for English as a Foreign Language (EFL) students in developing speaking skills. The widespread use of online games often leads to passive behavior, limiting opportunities for oral communication practice. In an increasingly competitive world, proficient speaking skills combined with critical thinking are essential for effective communication and problem-solving. To address this gap, the card game "The Witchy" was developed as an innovative, interactive solution. The game provides an engaging platform for students to practice communication while enhancing critical thinking skills. This study adopted the Research and Development (R&D) model by Borg and Gall (1983) to design, test, and refine the game. Data were collected through classroom observations, pre-tests, and post-tests to evaluate improvements in fluency, vocabulary usage, and sentence structure.The findings revealed three key outcomes: (a) "The Witchy" positively impacted students’ speaking fluency, vocabulary, and sentence structure by offering dynamic and practical learning opportunities; (b) the game effectively promoted critical thinking and communication skills by requiring students to strategize and articulate their ideas; and (c) its motivational aspects fostered long-term engagement and active participation in English learning. Qualitative data, including classroom observations and student interactions, further supported the game’s effectiveness.This study demonstrates the potential of game-based learning in language education, offering a practical approach to improving speaking skills and fostering higher-order thinking in EFL students.
References
Aka, K. A. (2019). Integration Borg & Gall (1983) and Lee & Owen (2004) models as an alternative model of design-based research of interactive multimedia in elementary school. Journal of Physics: Conference Series, 1318(1), 012022. https://doi.org/10.1088/1742-6596/1318/1/012022
Alshahrani, S. (2020). The impact of game-based learning on EFL students' speaking skills. Journal of Language Teaching Research, 11(5), 776-782. https://doi.org/10.17507/jltr.1105.03
Anderson, L., & Krathwohl, D. R. (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom's Taxonomy of Educational Objectives. Longman.
Creswell, J. W., & Plano Clark, V. L. (2011). Designing and conducting mixed methods research. SAGE Publications.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification." Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9, 9-15. https://doi.org/10.1145/2181037.2181040
Dewi, N. P. D., Hermawan, D., & Putri, D. R. (2022). Multimedia in picture series as teaching strategy in encouraging English learning motivation to Bengkala elementary students. Yavana Bhasha: Journal of English Language Education, 5(2), 165-175. https://doi.org/10.2478/yava-2022-0021
Dewi, N. P. D., Putri, D. R., & Hermawan, D. (2023). Wordy card for an innovative teaching method for learning English. Indonesian Journal of Educational Development (IJED), 4(2), 184-193. https://doi.org/10.30998/ijed.v4i2.6690
Dewi, N. P. D., & Putri, D. R. (2023). Incorporating multimedia and technology to improve communication skills at WTW Inc., Japan. Widyadari, 24(1), 76-85. https://doi.org/10.22147/widyadari.v24i1.572
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers & Human Behavior, 19(1), 1-3. https://doi.org/10.1016/S0747-5632(02)00057-5
Harmer, J. (2015). The practice of English language teaching (5th ed.). Pearson Education.
Hattie, J., & Timperley, H. (2007). The power of feedback. Review of Educational Research, 77(1), 81-112. https://doi.org/10.3102/003465430298487
Huang, Y., & Soman, D. (2013). A practitioner's guide to gamification. Rotman School of Management, University of Toronto.
Kafai, Y. B., & Resnick, M. (2013). Designing digital experiences for positive youth development. MIT Press.
Lai, M., & Hwang, G. (2016). Seamless flipped learning: A mobile technology-enhanced learning environment to connect between formal and informal learning. Journal of Educational Technology & Society, 19(3), 10-22. https://www.jstor.org/stable/jeductechsoci.19.3.10
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press.
Meyer, B., & Land, R. (2006). Threshold concepts and troublesome knowledge: Linkages to ways of thinking and practicing within the disciplines. In Improving Student Learning: Ten Years On (pp. 29-39). OCSLD.
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6. https://doi.org/10.1108/10748120110424816
Tsai, C., & Chang, C. (2015). The use of digital game-based learning to enhance students’ speaking skills in English as a foreign language. Computers & Education, 87, 165-175. https://doi.org/10.1016/j.compedu.2015.03.001
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
Downloads
Published
How to Cite
Issue
Section
License

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
This journal provides immediate open access to its content on the principle that making research freely available to the public supports a greater global exchange of knowledge.
All articles published Open Access will be immediately and permanently free for everyone to read and download. We are continuously working with our author communities to select the best choice of license options, currently being defined for this journal as follows: Creative Commons-Non Ceomercial-Attribution-ShareAlike (CC BY-NC-SA)


2.png)











