Claim Missing Document
Check
Articles

Found 4 Documents
Search

QUIZIZZ ATAU KAHOOT, GAMIFIKASI DALAM PEMBELAJARAN BAHASA INGGRIS Karmila Sari, Rita; Siti Nurani
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 1 No. 3 (2021): November : Jurnal Pendidikan dan Kebudayaan
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (727.115 KB) | DOI: 10.55606/jurdikbud.v1i3.87

Abstract

Gamification is the comprehensive use of game features with the aim of improving student’s performance and motivation in learning. The purpose of this present research is to conduct a systematic review of previous relevant research using the Quizizz and Kahoot! in learning English during 2021. The research method employed a Literature Study through a search on the Google Scholar page. Synthesis of literature data was analyzed from various components of students’ needs in learning English using Quizziz and Kahoot! The results point out that the online learning application Quizizz and Kahoot! have various advantages for learning English, among others, increasing the students’ ability and motivation in participating in the process of learning English actively and communicatively.
QUIZIZZ ATAU KAHOOT, GAMIFIKASI DALAM PEMBELAJARAN BAHASA INGGRIS Karmila Sari, Rita; Siti Nurani
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 1 No. 3 (2021): November : Jurnal Pendidikan dan Kebudayaan
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurdikbud.v1i3.87

Abstract

Gamification is the comprehensive use of game features with the aim of improving student’s performance and motivation in learning. The purpose of this present research is to conduct a systematic review of previous relevant research using the Quizizz and Kahoot! in learning English during 2021. The research method employed a Literature Study through a search on the Google Scholar page. Synthesis of literature data was analyzed from various components of students’ needs in learning English using Quizziz and Kahoot! The results point out that the online learning application Quizizz and Kahoot! have various advantages for learning English, among others, increasing the students’ ability and motivation in participating in the process of learning English actively and communicatively.
QUIZIZZ ATAU KAHOOT, GAMIFIKASI DALAM PEMBELAJARAN BAHASA INGGRIS Karmila Sari, Rita; Siti Nurani
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 1 No. 3 (2021): November : Jurnal Pendidikan dan Kebudayaan
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurdikbud.v1i3.87

Abstract

Gamification is the comprehensive use of game features with the aim of improving student’s performance and motivation in learning. The purpose of this present research is to conduct a systematic review of previous relevant research using the Quizizz and Kahoot! in learning English during 2021. The research method employed a Literature Study through a search on the Google Scholar page. Synthesis of literature data was analyzed from various components of students’ needs in learning English using Quizziz and Kahoot! The results point out that the online learning application Quizizz and Kahoot! have various advantages for learning English, among others, increasing the students’ ability and motivation in participating in the process of learning English actively and communicatively.
An Analysis of Students’ Attitude in Using Social Media Learning English : A Blended Learning Approach Karmila Sari, Rita; Auliya, Risma Nurul
IJET (Indonesian Journal of English Teaching) Vol. 10 No. 1 (2021): July
Publisher : Department of English Language Education, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/ijet2.2021.10.1.17-25

Abstract

This study aims to find out how students' attitudes in using social media in learning English with blended learning. This research is a survey research with quantitative approach. This research was conducted at a private university in East Jakarta. The research population included 87 Informatics Study Program students, consisting of 71 male and 16 female students. The research instrument was in the form of a questionnaire revealing about students' perceptions towards blended learning and the use of social media in learning English, which consisted of three parts, namely: student data (6 items); English learning model choices (7 items); and students' perceptions about the use of social media, including attitudes and problems encountered in learning English (15 items). The research data were analyzed using the one-way ANOVA test and t-test. The findings showed that the frequency of the use of the internet or electronic media for learning or obtaining information within 1 day affected the attitudes of students in the use of social media in English learning. However, the results of the study also showed there is no significant difference in students' attitudes in using social media in learning English based on their gender.