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All Journal Lingua Didaktika: Jurnal Bahasa dan Pembelajaran Bahasa Indonesian Journal of Applied Linguistics (IJAL) Jurnal English Education: Jurnal Tadris Bahasa Inggris IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature ELT Forum: Journal of English Language Teaching Langkawi: Journal of The Association for Arabic and English English Community Journal LLT Journal: A Journal on Language and Language Teaching Register Journal Indonesian Journal of English Language Teaching and Applied Linguistics English Language and Literature International Conference (ELLiC) Proceedings Journal of Education Technology Voices of English Language Education Society Humaniora Journal of English Language Teaching Innovations and Materials (Jeltim) Edunesia : jurnal Ilmiah Pendidikan Pedagogy : Journal of English Language Teaching ENGLISH FRANCA : Academic Journal of English Language and Education JOLLT Journal of Languages and Language Teaching Journal for Lesson and Learning Studies English Language Education Reviews Jurnal Inovasi Pengabdian Masyarakat Pendidikan JEELS (Journal of English Education and Linguistics Studies) Literasi: Jurnal Pendidikan Guru Indonesia Studies in English Language and Education Komunita: Jurnal Pengabdian dan Pemberdayaan Masyarakat SEAQIL Journal of Language Education Lembaran Ilmu Kependidikan Indonesian Journal of Curriculum and Educational Technology Studies Indonesian Journal of English Language Teaching and Applied Linguistics
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Journal : Journal of Education Technology

English Reading E-Module Based on Gamification and Contextual Teaching and Learning to Promote Reading Comprehension Skills Utami, Isnaini Apri; Sunardi; Drajati, Nur Arifah
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.74569

Abstract

Reading is one of the most taught skills in English lessons, but it is also the most complex skill to improve. The reading activities carried out by students only use textbooks and student worksheets, so they are less exciting and impact students' poor reading skills. This research aims to develop an electronic English reading module based on gamification and contextual learning that is appropriate to the needs of second language learners. This type of research is development research. This research is the second stage of Design-Based Research (DBR), which is the design and construction stage. The research subjects consisted of 2 learning materials experts, two ELT experts, and 2 English teachers. The test subjects were 35 tenth-grade students. This research uses quantitative descriptive analysis techniques and inferential statistics. Based on the results of data analysis, namely the assessment from learning material experts, 93% and 94% were obtained. The assessment from e-module content experts was 97% and 87%. The assessments given by the teacher were 81% and 90%. Usability testing from the student's perspective obtained 80%. From these results, an electronic English reading module based on gamification and contextual learning is suitable for use in the classroom. The implication of this research is that the gamification-based English reading electronic module that was developed can be used in learning.