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All Journal Humanika : Kajian Ilmiah Mata Kuliah Umum Jurnal Penelitian Humaniora Litera Humanus: Jurnal ilmiah Ilmu-ilmu Humaniora Indonesian Journal of Applied Linguistics (IJAL) LiNGUA: Jurnal Ilmu Bahasa dan Sastra Journal of Education and Learning (EduLearn) Lingua Cultura Al-Lisan Kajian Linguistik dan Sastra EDULITE: Journal of English Education, Literature and Culture Journal of Foreign Language Teaching and Learning Journal of Language and Literature Jurnal Ilmu Keluarga dan Konsumen LLT Journal: A Journal on Language and Language Teaching Eralingua : Jurnal Pendidikan Bahasa Asing dan Sastra Indonesian Journal of English Language Teaching and Applied Linguistics Martabe : Jurnal Pengabdian Kepada Masyarakat JEES: Journal of English Educational Study Humaniora Linguistik Indonesia Metalingua: Jurnal Penelitian Bahasa Journal of English Language Teaching and Linguistics REiLA: Journal of Research and Innovation in Language Jurnal Abdi Insani Britain International for Linguistics, Arts and Education Journal (BIoLAE Journal) Al-Lisan: Jurnal Bahasa Indonesian Journal of EFL and Linguistics Tarling : Journal of Language Education DINAMIKA ILMU: Jurnal Pendidikan JEELS (Journal of English Education and Linguistics Studies) Asalibuna International Journal of Education and Digital Learning (IJEDL) Studies in English Language and Education ADJES (Ahmad Dahlan Journal of English Studies) Journal of Literature Language and Academic Studies (J-LLANS) REGISTER JOURNAL
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Journal : JEES: Journal of English Educational Study

STUDENTS’ PERCEPTIONS OF USING BLOOKET AS A GAMIFIED LEARNING TOOL TO ENHANCE VOCABULARY AND READING COMPREHENSION IN SENIOR HIGH SCHOOL Aldayana, Yunisma; Andriyanti, Erna
Journal of English Educational Study (JEES) Vol 8, No 2 (2025): November Edition
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jees.v8i2.5451

Abstract

Education and technology have gone hand in hand in various aspects, including in the process of learning English. Blooket is one of gamified learning tool that usually used by teachers as one of the learning media which uses technology. It provides alternative ways to learn vocabulary and reading comprehension.  This research aims to provides the students’ perceptions related to the effectiveness of Blooket, since it remains an urge to be provided to support the teaching and learning process.  A qualitative approach is used by interviewing six second-years senior high school students in one of public school in Yogyakarta. The data is analysed use thematic analysis to provide clear and comprehensive result. The research finds that Blooket allows students to have better engagement and increase their motivation especially in learning vocabulary. Moreover, students feel that through Blooket as game-based learning, the learning process becomes more interactive. On the other hand, Blooket is found not really support students’ reading comprehension. This finding is a note for teachers and future researcher whether there are some factors that make Blooket does not work in certain class or not. This current research is expected to fill the knowledge gap related to the senior high school students’ perception in using Blooket as gamified learning tool in learning vocabulary and reading.