Fitria Aftinia, Ahmad Munir, Him’mawan Adi Nugroho, Achmad Lutfi
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. © 2025 Fitria Aftinia et al.; published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 4.0 License.
Universitas Negeri Surabaya, Surabaya, Indonesia