N.K.T.A. Swari
Universitas Pendidikan Ganesha

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QUIZIZZ EFFECT ON STUDENTS’ GRAMMAR MASTERY IN HIGHER EFL CLASSROOM BASED MOBILE ASSISTED LANGUAGE LEARNING (MALL) K.S. Dewi; I.P.N.W. Myartawan; N.K.T.A. Swari; N. Sugihartini
Language and Education Journal Undiksha Vol. 3 No. 1 (2020): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/leju.v3i1.24589

Abstract

This research aimed at investigating the effect of MALL strategy through Quizizz applicationtowards the students’ grammar mastery in higher education level. The design of this research was aquasi-experimental research with post-test only control group design. This research population wasthe 4th semester which consists of 246 students in English Language Education UNDIKSHA. Thesampling technique of this research was cluster random sampling. The sample was 33 students of FClass as the experimental group who was taught by using MALL strategy through Quizizz and 32students of C class as the control group who was taught by using conventional strategy. This resultwas also supported by the calculation result of effect size which was 0.92 that belongs to the largesteffect. The large result of the effect size proven that the use of MALL strategy through QuizizzAplication was appropriate for teaching grammar especially in higher education level.
WORDWALL AS A LEARNING MEDIA TO INCREASE STUDENTS' READING INTEREST N.K.T.A. Swari
Jurnal Pendidikan Bahasa Inggris Indonesia Vol. 11 No. 1 (2023): Maret, Jurnal Pendidikan Bahasa Inggris Indonesia
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbi.v11i1.1572

Abstract

The implementation of Gamification within the teaching and learning process has increased significantly in 21st-century learning. The involvement of Gamification has been proven to increase students' learning interest in the EFL context, especially in improving students' basic skills, speaking, reading, writing, and listening. Wordwall is one of the gamification platforms that can create a more joyful learning situation to improve students' interest, especially in reading skills. The integration of Wordwall within the teaching and learning process is believed to increase students' reading interest since it has various features that can create new learning material innovation. This paper aims to discover the characteristics of Wordwall and its benefits as a learning media to increase students reading interest. Besides it being proven beneficial, the integration of Wordwall as the learning media also acquired positive responses from the students.