Andriani, Miftakul
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Looking for a Fun Way to Learn English Vocabulary? Discover the Magic of Gamification with Digital Flashcards Andriani, Miftakul; Sunardi; Drajati, Nur Arifah
VELES Voices of English Language Education Society Vol 8 No 2 (2024): August 2024
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/veles.v8i2.26810

Abstract

Junior high school students learning English as a foreign language (EFL) in countries where English is neither the first nor the second language face significant challenges in acquiring vocabulary due to the infrequent use of English outside the classroom and monotonous teaching techniques. However, in the digital era, innovative educational tools like Digital Flashcard-based gamification offer an interactive and engaging solution. This study aims to understand junior high school EFL students' perceptions of learning English vocabulary through gamification using Digital Flashcards. The research was conducted as Classroom Action Research (CAR) and involved 32 junior high school students in Madiun District, Indonesia, learning English as a foreign language (EFL). Over eight meetings, these students engaged in learning animal-related vocabulary using Digital Flashcard-based gamification. Data were collected through pre-test and post-test and interviews to gather students' perceptions of the learning experience. The results indicate that students' vocabulary mastery significantly improved after using gamification-based Digital Flashcards, with an average increase of 15 points. The pre-test average score was 60, which increased to 75 in the post-test. The gamification elements (story, mechanics, aesthetics, and technology) enhanced students' exposure, attention, and enthusiasm during learning. Vocabulary mastery was effectively facilitated through diverse gamified activities. This study demonstrates that incorporating Digital Flashcards in a gamified format is an effective tool for improving vocabulary learning among EFL students.
Peningkatan Kemampuan Membaca Siswa Untuk Materi Reference Teks Bahasa Inggris Menggunakan Strategi Robinhood Arrow Andriani, Miftakul; Riskawati, Riskawati
Jurnal Dieksis ID Vol. 2 No. 2 (2022): Juli - Desember 2022
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54065/dieksis.2.2.2022.78

Abstract

Penelitian ini bertujuan untuk mengetahui Untuk mengetahui Peningkatan Kemampuan membaca untuk Materi Referensial Teks Bahasa Inggris Menggunakan Strategi Robinhood Arrow Siswa SMP Negeri 1 Dagangan. Penelitian ini dilkanakan dalam 2 siklus menggunakan teknik pengumpulan data dari observasi dan tes. Tes formatif yang dilakukan setiap akhir siklus. Siswa diberi teks sederhana yang berisi kata rujukan (referesce) kemudian siswa menghubunkan dengan tanda panah sesui dengan kata yang dirujuk tersebut. Kemudian siswa menjawab pertanyaan tentang kata rujukan dari teks. setelah melalui dua siklus dapat disimpulkan bahwa jumlah siswa yang mendapatkan nilai dengan predikat baik dan amat baik meningkat dari 6,25% menjadi 90,63. Sehingga terdapat peningkatan 84,38% jumlah siswa yang tuntas atau mencapai KKM. Hal ini menunjukkan bahwa Strategi Robinhood Arrow mampu meningkatkan kemampuan pemahaman siswa baik secara klasikal maupun ketuntasan belajar siswa