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Gamification in EFL Classroom: Results of Implementation and Teachers’ Point of View Permana, I Gede Yoga; Rismadewi, Ni Wayan Monik; Putra, Nyoman Canestra Adi
Utamax : Journal of Ultimate Research and Trends in Education Vol. 6 No. 1 (2024): Utamax : Journal of Ultimate Research and Trends in Education
Publisher : LPPM Universitas Lancang Kuning. Pekanbaru. Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/utamax.v6i1.19297

Abstract

The present study aimed to investigate the implementation of gamification on students' English proficiency and to assess teachers' reactions to its integration into the EFL classroom. This research employed a mixed-methods approach, utilizing a pretest-posttest experimental design complemented by semi-structured interviews. The study involved forty-three elementary students and two English teachers in one private school in Singaraja, Bali. In collecting the data, this study used multiple choice test, performance-based test and interview guide. The study was also incorporating rubric for assessing students speaking and writing skills. The results of the study found that the posttest score of overall English (M= 73.70, Std=7.812) was higher than the pretest score (M= 70.53, Std=8.174). The results of paired t test also confirmed that there was significant difference of mean score between pretest and posttest (Sig<.05). During the interview, the teachers mentioned that the students were engaged, active and motivated during learning process. The study concluded that gamification significantly influenced students' English skills, eliciting a positive response from teachers towards its implementation in the classroom. These findings contribute significantly to the broader discourse on innovative teaching methodologies and their favorable effects on student engagement and learning outcomes.
Enhancing Students’ Reading Comprehension with Gamification of Local Wisdom Stories during Emergency Online Learning Nitiasih, Putu Kerti; Permana, I Gede Yoga; Budiartha , Luh Gd Rahayu
Journal of Education Technology Vol. 6 No. 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i3.47289

Abstract

During online learning time, students are required to learn more independently. However, the absence of learning media to support learning process makes it difficult for students to understand the learning material. This current study was aimed at analyses the impact of gamification of local wisdom stories towards students’ reading comprehension during emergency remote teaching. The study was an experimental study with pretest posttest design followed by 127 students in two selected primary schools. In conducting the study, students were given pretest about their reading comprehension, introduced and taught with gamification of local wisdom stories, and given posttest after finishing the material available in gamification. The instruments used have been through expert tests and field tests. Descriptive analysis was conducted to find the mean score and standard deviation. From the results of descriptive and inferential analysis, it was found that the mean score students’ reading comprehension in posttest (80.27) was higher than the pretest (72.91). A significant mean difference was identified based on the result of paired sample t test (Sig. 2-tailed= .001). The study concludes that the use of gamification of local wisdom stories was able to enhance students’ reading comprehension. Suggestions for further study are also encouraged in order to enhance the quality of gamification and students’ learning satisfaction.
Peran E-Ticketing dan Portal Pacung Dalam Mendukung Pengembangan Wisata Spiritual Ponjok Batu dan Minuman Tradisional Arak Pacung Susila, Gede Hendri Ari; Suwendra, I Wayan; Permana, I Gede Yoga; Nitiasih, Putu Kerti; Parma, I Putu Gede; Laba, I Nyoman
International Journal of Community Service Learning Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijcsl.v9i2.87470

Abstract

Permasalahan pada Pokdarwis Purwa Hita yang beranggotakan 41 orang terletak pada aspek sosial kemasyarakatan dan manajemen dalam pengelolaan wisata spiritual melukat, yoga/ meditasi, dan konservasi terumpu karang. Sedangkan Permasalahan pada Karang Taruna dengan 25 anggotanya terletak pada aspek manajemen dan pemasaran public speaking, branding, dan penggunaan sistem digital. Sehingga tujuan program Kosabangsa ini terletak pada upaya menumbuhkembangkan SDM dan SDA yang ada. Metode pelaksanaan dirancang dengan memperhatikan permasalahan yang dihadapi mitra, teknologi yang relevan, dan kemampuan mitra. Adapun metode pelaksanaan dimasing-masing mitra  meliputi: tahap sosialisasi, pelatihan dan diskusi, penerapan Iptek, pendampingan, monitoring, dan evaluasi, dan keberlanjutan program kosabangsa. Hasil yang diperoleh dalam  pengabdian ini, pertama mitra Pokdarwis Purwa Hita berhasil mengembangkan sistem eticketing yang mampu mensingkronisasi wisata spiritual melukat, yoga meditasi, dan konservasi terumbu karang. Kedua pemetaan potensi posisi terumbu karang mampu diwujudkan; Ketiga keberadaan sampah yadnya mampu diolah menjadi pupuk kompos. Sedangkan pada mitra Karang Taruna Dharma Karya berhasil mewujudkan; Pertama, pemetaan pohon lontar; Kedua, pembuatan label branding minuman tradisional arak Pacung; Ketiga, membantu meningkatkan SDM mitra dalam pengelolaan administrasi keuangan. Hal ini menunjukkan bahwa pendampingan e-ticketing dan portal pacung mampu mensikronisasi obyek wisata wisata spiritual melukat, yoga/ meditasi, konservasi terumpu karang, dan pengelolaan arak pacung.