Joyful and Meaningful Learning: Gamifying Data Analysis in EFL Speaking Classes
Keywords:
gamification, data analysis, EFL speaking, deep learning, generation ZAbstract
This study examines student engagement and the development of critical thinking skills within an interactive English language teaching framework through the implementation of a gamified design titled "The Generation Battle" for Senior High School students in Phase E. This approach integrates visual data analysis from Statista regarding E-sports into speaking practice to bridge the gap between Generation Z’s digital literacy and the requirement for evidence-based academic articulation. Utilizing a qualitative descriptive methodology, the research analyzes a learning process structured across five stages of Deep Learning, beginning with deep explanation to accurately interpret bar graphs, strategic preparation of comparative degree sentences, and a joyful interaction phase through a two-round debate simulation. The activity concludes with performance-based assessments and meaningful reflections that connect statistical findings with the students' real-life interpersonal experiences. Results suggest that incorporating competitive elements into data analysis significantly lowers students' affective filters, enhances speaking confidence, and transforms subjective opinions into logical, evidence-based arguments. However, the implementation demands careful classroom management regarding noise levels and requires more flexible time allocation for deeper error correction and individual feedback.

