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THE USE OF GAMIFICATION TO MOTIVATE STUDENTS IN LEARNING ENGLISH Ayu, Sindi Putri; Dollah, Syarifuddin; G, Hasriani
JTechLP: Journal of Technology in Language Pedagogy Vol 4, No 2, July (2025): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jtechlp.v4i3, Sept.76788

Abstract

This study focuses on the issue of students' lack of motivation to learn English and how the use of gamification as an approach to enhance motivation. The aim of this research was to determine whether or not the use of gamification through platforms such as Kahoot and Quizizz can motivate students in English language learning. The method employed was descriptive qualitative, involving observations and interviews with students ninth grades in three classes of SMP Kartika XX-2. Nine students became the source persons to be interviewed about their opinions on gamification. The results indicate that students feel more motivated after using these gamification tools in the learning process. The conclusion of this research states that gamification can be an effective strategy for increasing student motivation in learning English.
TEACHERS’ AND STUDENTS’ PERCEPTIONS OF THE USE OF SMARTPHONE IN THE ENGLISH CLASSROOM AT SMPN 18 MAKASSAR Nurmiati, Nurmiati; Farahdiba, Syarifah; G, Hasriani
JTechLP: Journal of Technology in Language Pedagogy Vol 1, No 3, Nov (2022): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jtechlp.v2i3, Sept.52966

Abstract

This study aims to find out whether teachers and students have a positive or negative perception of the use of smartphones in the English classroom. This research applies the qualitative method. The participants in this research were 2 teachers and 10 students from class VII of SMPN 18 Makassar in the academic year 2022/2023. The participants were chosen by using a purposive sampling technique. The instrument used in this research was an interview and documentation. The results of this research indicate that the use of smartphones in learning English in the classroom receives a lot of positive than negative perceptions from teachers and students. The common positive perceptions mentioned by the teachers are increasing students' motivation, seeking additional information or material, and attracting students’ attention. The negative perception that is commonly mentioned by teachers is the quota runs out, and students are addicted to games. Meanwhile, the common positive perceptions mentioned by the students are easy to find material or information, increased students’ motivation, more fun in learning, and easy to share or communicate with teachers. The negative perception that is commonly mentioned by students is the quota running out, internet error, blurry eyes, and cheating habit.