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Game On, Grades Up! Treasure Hunt Shows Gamified English Fuels Students’ Speaking Skill Lina Hasnawati; Andi Mariono; Fajar Arianto; Khusnul Khotimah
Jurnal Studi Guru dan Pembelajaran Vol. 8 No. 1 (2025): Januari - April 2025 (In Processing)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.8.1.2025.5077

Abstract

The challenges in English language learning, particularly in improving students' speaking skills, remain an ongoing issue in education today. The integration of gamification, as applied through the Treasure Hunt game, has emerged as a promising approach to address this problem. This study aims to investigate the impact of the Treasure Hunt game as a gamified learning intervention on the speaking skills of sixth-grade students at the Indonesian School in Johor Bahru, Malaysia. Using a One-Group Pretest-Posttest design, this study involved 40 students who took pretest and posttest assessments to measure their speaking skills before and after the intervention. Data analysis was conducted using a paired t-test to examine significant differences between the pretest and posttest scores. The results showed a significant improvement in students' speaking skills, with the average score increasing from 58.95 in the pretest to 70.53 in the posttest. This gamification approach was found to be effective in enhancing students' fluency, accuracy, pronunciation, and intonation, as well as fostering their engagement and motivation in learning. These findings affirm the potential of gamification as an effective tool for improving speaking skills in English language learning and preparing students to face the challenges of an increasingly interconnected world. The study also recommends further research to explore the long-term impact of gamification and its application in broader educational contexts.
The Effectiveness of Augmented Reality on Students' Higher Order Thinking Skills (HOTS) in Geography Isa Ansori; Fajar Arianto; Khusnul Khotimah
Edunesia : Jurnal Ilmiah Pendidikan Vol. 6 No. 1 (2025)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v6i1.1083

Abstract

This study examines the effect of using Augmented Reality (AR) on improving students' higher-order thinking Skills (HOTS) in the Solar System material at a high school in Surabaya. HOTS includes critical thinking, problem-solving, and logical reasoning skills essential in 21st-century learning. The study uses a pre-experimental design with a one-group pretest-posttest design. Tenth-grade students were selected through purposive sampling and were given multiple-choice tests before and after the AR-based learning intervention to measure their improvement in HOTS. The results show a significant increase in students' HOTS, with an N-gain score of 0.58, which falls into the moderate category. Statistical analysis revealed a significant difference between the pre-test and post-test scores, indicating that AR effectively enhances students' ability to analyze, solve problems, and express their thoughts more clearly and systematically. These findings imply that the application of AR in learning can support an outcome-based education approach. Integrating AR into the curriculum is expected to improve the quality of learning, support the achievement of educational goals, and develop students' critical thinking skills for their future.