Abstak
In response to the increasing use of technology in English language teaching, this
descriptive case study investigates the perceptions of pre-service English teachers
on utilizing digital gamification to promote speaking skills in teaching practicum.
Data were collected through semi-structured interviews and a focus group
discussion with five pre-service teachers from a private university in West Java
province, in Indonesia who had already participated in teaching practicum program.
The findings reveal that digital gamification platforms such as Kahoot, Quizizz,
Nearpod, and Canva were perceived to promote students’ engagement, reduce
students’ speaking anxiety, and foster spontaneous language production. However,
participants also reported challenges including limited internet access, varying
student digital literacy, and difficulties in assessing speaking performance. Drawing
on these findings, some suggestion are reccomended for Pre-Service English
Teachers, Teacher Education Programs, Schools and Policymakers.
Keyword: Digital Gamification, Speaking Skills, Pre-service English Teachers,
Teaching Practicum.