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Journal : International Journal of Language and Ubiquitous Learning

The Impact of Using Gamification on English language learning in increasing Learning Motivation Kharizmi, Muhammad; Pratiwi Handayani, Tri; Amaliyah Mushthoza, Dina; Rohmiyati, Yuli; Binusa Suryadi, Satrio
International Journal of Language and Ubiquitous Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/ijlul.v2i1.754

Abstract

Background. 21st century education demands changes in learning methods to increase students' learning motivation. Gamification, or the use of game elements in a learning context, has been recognized as an effective tool to increase student engagement and motivation. However, more in-depth research is still needed to evaluate the effectiveness of gamification in increasing the motivation to learn English among English Language Education students. Purpose. The main purpose of this research is to evaluate the effectiveness of using gamification in increasing the motivation of students in learning English. Method. Through a quantitative approach and survey method, this research aims to investigate the experience, perception, and level of student learning motivation related to the use of gamification in English language learning. English Education. The survey was conducted by distributing questionnaires compiled based on related literature and previous research on gamification. The survey steps are voluntary and the confidentiality of the data is strictly maintained. Results. Based on the results of the analysis of the sixth questionnaire, gamification proved to have a positive impact on increasing students' learning motivation in learning English. The majority of respondents feel effective or enthusiastic about the use of gamification. However, there are a small number of respondents who feel neutral towards the concept of gamification. Further evaluation and efforts to expand the understanding and application of gamification need to be done. Conclusion. This research shows that the use of gamification in English language learning promises to increase students' learning motivation. However, continuous evaluation and improvement is required to maximize its potential use. Thus, gamification can be considered as an effective learning strategy in the context of learning English in the 21st century education era.
Co-Authors Abdul Baqi, Fuad Ainun Mardiah Ali Imron Amaliyah Mushthoza, Dina Amin Taufik Ana Irhandayaningsih Ana Utami Fatoni Andriyani, Intan Setia Ani Vivi Sri Rejeki, Ani Vivi Anis Fauzi, Anis Apriyanti, Ranti Arief Robi Arief Yanto Rukmana Ary Setyadi Binusa Suryadi, Satrio Bramiana, Chelly Novia Budi Utami Desy Ery Danny Dwi Puspita Sari, Dwi Puspita Edi Junaedi Elinawati, Elinawati Fatihah, Nazwa Sabrina Fatma Khosiah Fauzah, Siti Fitriyani, Nofi Fuad Abdul Baqi Gun Gun Gunawan, Gun Gun Habib, Andri Sutiara Hayyin, Fajar Heri yanto Hidayah, Ismaul Hidayat, Amat Huda, Kholif Wharul Ika Yuniwati, Ika Ikhtivaya, Sri Inten Risna Iskhandar, Machmud Jazimatul Husna Jumino Jumino Junedi, Beni Kurnia Sholihah, Kurnia Lydia Christiani Maulidah, Farikhatul Mia Aina Misbayani, Misbayani Muhammad Gunawan Muhammad Kharizmi Mutoharoh, Mutoharoh Nainggolan, Charles Frisheldy Nimas Ragil Asmara, Nimas Ragil Nur Asiah Nur, Maulida Nurul fadillah, Nurul Nurwijayanti Octroaica Cempaka Jene Oktavianti, Oppyta Pramudyo, Gani Nur Prasetya, Firdaus Tsara Dhafin Pratiwi Handayani, Tri Pungki, Anjela Rachmanidah, Aulia Rahmana, Ari Ihsan Ratih Diah Pertiwi Rizki Apriliani Rosita Rosita Roslina Maulida Safaat Aeni, Ira Sanuri Sari, Nefi Yulianti Indah Sembiring, Tamaulina Br. Septianingsih, Citra Septiyani, Rini Dwi Setiani, Olimvia Siti Chadijah Sri Ati Suhaelah, Siti Supriyatna Supriyatna Surani, Dewi Syariatin, Nur Tiara Kusumaningtiyas, Tiara Tri Wahyu Hari Murtiningsih Utomo, Jepri Yanuarizka Mirazita, Yanuarizka Yuniwati BYPMYRR Yuniwati