The effects of gamification on improving contextual competence of digital slang among generation Z

Authors

  • Arjuno Dwivatra Universitas Negeri Malang, Indonesia
  • Laksmana Vryntano Universitas Negeri Malang, Indonesia

Keywords:

Gamification, Digital Slang, Contextual Competence, Generation Z, Applied Linguistics

Abstract

This study investigates the impact of gamification on improving the contextual competence of digital slang among Generation Z learners. Using a quasi-experimental, pretest-posttest control group design, 112 undergraduate students participated in a 10-week intervention. The experimental group utilized a gamified platform featuring progression indicators and immediate feedback, while the control group followed traditional instruction. Findings reveal that the gamified approach significantly enhanced students' ability to use digital slang accurately within socio-pragmatic contexts (). The results also indicate that gamification fostered higher intrinsic motivation and sustained engagement throughout the intervention. This research contributes to applied linguistics by providing an empirical framework for integrating game mechanics into socio-pragmatic instruction, offering practical implications for educators designing modern, digital-native language environments.

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Global TESOL and Applied Linguistics Review

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Published

2025-12-28

How to Cite

Arjuno Dwivatra, & Laksmana Vryntano. (2025). The effects of gamification on improving contextual competence of digital slang among generation Z. Global TESOL and Applied Linguistics Review, 1(1), 1–8. Retrieved from https://gtalr.com/index.php/gtalr/article/view/1