Ni Putu Dianita Safitri
Akademi Komunitas Manajemen Perhotelan Indonesia

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Persepsi dan Pengalaman Mahasiswa Menggunakan Gamifikasi untuk Meningkatkan Motivasi dan Keterampilan Bahasa Inggris di Era Digital Safitri, Ni Putu Dianita; Tari, Nirmala
Jurnal Simki Pedagogia Vol 7 No 2 (2024): Volume 7 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v7i2.690

Abstract

This study aims to explore students' perceptions and experiences in using gamification to improve their motivation and English skills in the digital era. The research method used is a qualitative approach with data collection through questionnaires in the form of open-ended and closed-ended questions. Diploma II Accommodation students at the Indonesian Hospitality Management Community Academy were the subjects of this study. The results of the study indicate that the use of gamification in learning English in the digital era has a positive impact on students' motivation and English skills. Based on data obtained from closed-ended questions, the majority of students showed a high level of agreement with the use of gamification in learning English. They feel more motivated, more confident, and more interested in speaking English. In addition, the results of the study indicate that gamification features help to better understand the material, the learning process is more enjoyable, increasing enthusiasm and interest in English learning materials, and also providing comprehensive insights into the effectiveness of learning English in the digital era. The results of this study can provide valuable contributions to the development of innovative and effective learning methods in improving students' motivation and English skills in the digital era.
S.P.A.R.K. THE TALK: A PLAY TO PERFORMANCE MODEL FOR TEACHING ENGLISH IN FOOD AND BEVERAGE SERVICE Ni Putu Dianita Safitri; Nirmala Tari
e-Journal of ELTS (English Language Teaching Society) Vol. 14 No. 02 (2026)
Publisher : Tadulako University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22487/elts.v14i02.6765

Abstract

ABSTRACT   This study used a mixed-methods research design to examine the implementation of the S.P.A.R.K. model (Social Media Videos, Play through Online and Offline Games, Active Role Play, Realistic Scenarios, and Knowledge Building) in a Food and Beverage Service English course. The study involved 12 first-semester students in the Diploma I Food and Beverage Service program and was conducted over 16 class meetings. The S.P.A.R.K. model combines online and offline games, social media videos, and role-play activities to help students practice English in authentic hospitality situations. Data were collected through pre-test and post-test speaking assessments and a questionnaire consisting of closed-ended and open-ended questions. Quantitative data were analyzed using descriptive statistics, while qualitative data were analyzed descriptively based on students' responses to the open-ended questionnaire. The results showed that students improved their speaking performance, although only a small improvement in fluency was observed. Students also reported high levels of motivation, engagement, and confidence. They found the combination of games, social media videos, and role-play activities enjoyable and helpful for learning English. These findings suggest that the S.P.A.R.K. model creates an engaging learning environment and supports the development of students' English communication skills. However, a longer period of practice may be needed to achieve greater improvement in speaking fluency.