• Tharissa Rahmanda Syafitri Universitas Brawijaya
  • Wahyu Diny Sujannah Universitas Brawijaya


This pre-experimental study aimed to know the effect of Genially on students’ reading skill. This study only focus on students’ reading skills improvement. The participants were 34 tenth-grade Academic Hospitality students in one of the State Vocational High Schools in Malang. The data had been using one group to be tested. This research used pre-test and post-test as the instruments and the participants were given treatment in the form of using Genially as the teaching tool in learning reading. The data were tested by using normality on SPSS 26 version. The findings showed that Genially was effective in improving students’ skills in reading recount texts because they were interested to the interactive design and willing to read the texts. Thus, it is recommended that English teachers use Genially to teach reading inside and outside classroom through interactive presentation and gamification as teaching media to engage students’ motivation. Furthermore, it is also suggested that future researchers investigate the students’ perspective on using Genially to improve their reading skill.


Astuti, A. D., Rahmawati, E., Evitasari, A. D., Utaminingtyas, S., & Musyadad, F. (2022). Pendampingan Motivasi Belajar Melalui Media Genial Pasca Pandemi Covid pada Siswa SMK Muhammadiyah 2 Wates. bernas: Jurnal Pengabdian Kepada Masyarakat, 3(4), 894-901.

Borowska, M., & Kołodziej, I. (2022). Identification of social innovations in e-learning education of students during the COVID-19 pandemic. Central European Review of Economics & Finance, 38(3), 5-41. DOI: 10.24136/ceref.2022.010

Buslon, J. B., & Alieto, E. O. (2019). Lexical Inferencing Strategies and Reading Comprehension in English: A Case of ESL Third Graders. Online Submission, 22(1), 72-94.

Cabrera-Solano, P. (2022). Game-Based Learning in Higher Education: The Pedagogical Effect of Genially Games in English as a Foreign Language Instruction. International Journal of Educational Methodology, 8(4), 719-729.

Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications

Castillo-Cuesta, L. (2022). Using Genially Games for Enhancing EFL. International Journal of Learning, Teaching and Educational Research, 340-354. DOI:

Davis, F. B. (1968). Research in comprehension in reading. Reading research quarterly, 499-545.

Efendi, M. A. (2018). The Use of Pictures as Media to Improve Students’ Reading Comprehension. Journal of English Teaching, Literature, and Applied Linguistics, 2(2), 84-86. DOI:

Enstein, J., Bulu, V. R., & Nahak, R. L. (2022). Pengembangan media pembelajaran game edukasi bilangan pangkat dan akar menggunakan Genially. Jurnal Jendela Pendidikan, 2(01), 101-109. DOI:

Fatma, N. (2022). Penerapan Media Pembelajaran Genially untuk Meningkatkan Hasil Belajar IPA di SD Muhammadiyah. Genderang Asa: Journal of Primary Education, 3(2), 50-59. DOI:

Fatmawan, A. R., Dewi, N. P. A., & Hita, I. P. A. D. (2023). Skimming and Scanning Technique: is it Effective for Improving Indonesian Students’ Reading Comprehension?. Edusaintek: Jurnal Pendidikan, Sains Dan Teknologi, 10(3), 1181-1198. DOI:

Haleem, A., Javaid, M., Qadri, M. A., & Suman, R. (2022). Understanding the role of digital technologies in education: A review. Sustainable Operations and Computers, 3, 275-285. DOI:

Hamari, J., & Sjöblom, M. (2020). What is gamification? A definition and conceptual framework. In Handbook of digital games and entertainment technologies (pp. 37-58). Springer, Singapore.

Huseinović L. (2023). The Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education. MAP Education and Humanities, 4, 10-36. doi:

Jiménez, C., Arís, N., Magreñán Ruiz, Á. A., & Orcos, L. (2020). Digital escape room, using Genial. Ly and a breakout to learn algebra at secondary education level in Spain. Education Sciences, 10(10), 271. DOI:

Kurniawan, E. H., & Sulistyanto, I. (2023, February). The Effectiveness of the Genially Application in Teaching Reading of Descriptive Text to Seventh-Grade Students of Smp Plus Rahmat Kediri. In Prosiding Seminar (pp. 90-96).

Laudy, K. (2020). The Impact of Using Semantic Mapping in Improving Students’ Reading Skill at the Social 4 Eleventh Graders of SMAN 1 Ngadirojo in the 2019/2020 Academic Year (Doctoral dissertation, STKIP PGRI PACITAN).

Lestrud, M. (2013). Reading skill. In: Volkmar, F.R. (eds) Encyclopedia of Autism Spectrum Disorders. Springer, New York, NY.

León, A. M., Ferrer, J. M. R., Parra, J. M. A., Campoy, J. M. F., Trigueros, R., & Martínez, A. M. M. (2022). Play and learn: Influence of gamification and game-based learning in the reading processes of secondary school students. Revista de Psicodidáctica (English ed.), 27(1), 38-46.

Lunzer, E., & Gardner, K. (1979). The effective use of reading.

Nation, I., & Macalister, J. (2020). Teaching ESL/EFL reading and writing. Routledge.

Ni’mah, N. K., Warsiman, W., & Hermiati, T. (2022). Upaya Meningkatkan Minat Belajar Siswa Melalui Media Genially Dalam Pembelajaran Daring Bahasa Indonesia Pada Siswa Kelas X SMA Negeri 5 Malang. Jurnal Metamorfosa, 10(1), 1-10. DOI:

Nitiasih, P. K., & Budiartha, L. G. R. (2021, July). Increasing Students’ Reading Comprehension Through Gamification Based on Balinese Local Stories. In 5th Asian Education Symposium 2020 (AES 2020) (pp. 225-228). Atlantis Press. DOI:

Maulidiyah, Y, A., Aeni, A, N., & Iswara, P, D. (2023). Development Of Genially Based Edutainment Game As Media To Improve Student’s Learning Motivation. Primary: Jurnal Pendidikan Guru Sekolah Dasar, 12 (3), 584-594. DOI:

Montesdeoca-Silva, M. G., & Enciso, L. (2023). Genially: a strategic tool for classroom teaching. In 2023 18th Iberian Conference on Information Systems and Technologies (CISTI) (pp. 1-6). IEEE.

Munawaroh, S. (2019). Teaching the narrative texts using animation video: raising students’ skills on reading comprehension. Utamax: Journal of Ultimate Research and Trends in Education, 1(1), 18-22. DOI:

Putra, L. D., & Afrina, N. (2023). The development of genially-based interactive learning multimedia for elementary school students. Jurnal Fundadikdas (Fundamental Pendidikan Dasar), 6(2).

Pratiwi, A., Pratiwi, E., Chantika, F., Putri, H., & Nengsih, R. A. (2021). Use Of Technology In Teaching English. Jurnal Riset Dan Inovasi Pembelajaran, 1(2), 112–122.

Ramadhianti, A., & Somba, S. (2023). Reading comprehension difficulties in Indonesian EFL students. Journal of English Language Teaching and Literature (JELTL), 6(1), 1-11. DOI: 10.47080/jeltl.v6i1.2477

Setiawan, M. R., & Wiedarti, P. (2020). The effectiveness of Quizlet application towards students’ motivation in learning vocabulary. Studies in English Language and Education, 7(1), 83-95.

Sugiyono, P. (2019). Metode Penelitian Kuantitatif Kualitatif dan R&D (Sutopo (Ed.); 2nd ed.) Alfabeta.

Syaparuddin, S., & Elihami, E. (2020). Improving student learning motivation through the utilization of video media in education students. Jurnal Edukasi Nonformal, 1(1), 228-235.

Vaughn, S., & Barnes, M. A. (2023). Reading Comprehension for Students With Reading Disabilities: Progress and Challenges. Learning and Individual Differences, 102, 102258-102258. DOI: