Claim Missing Document
Check
Articles

Found 2 Documents
Search

TEACHERS' EXPERIENCES ON THE BLOOKET APPLICATION AS A LEARNING TOOL IN THE ENGLISH LANGUAGE Nasyifa, Nazry; Safithri Armin, Diah
FRASA: ENGLISH EDUCATION AND LITERATURE JOURNAL Vol. 6 No. 2 (2025): Vol. 6 No. 2 September 2025
Publisher : Universitas Duta Bangsa Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47701/frasa.v6i2.5029

Abstract

This study aimed to explore English teachers’ perspectives on using the Blooket application as a digital learning tool in a junior high school context in Medan, Indonesia. In response to the growing emphasis on gamification in education, particularly in language learning, the study sought to understand how game-based platforms such as Blooket are implemented and perceived by educators. Using a qualitative case study approach, data were collected through semi-structured interviews with three English teachers whose teaching experience ranged from two to ten years. Thematic analysis was employed to examine the data. The findings revealed that teachers were primarily motivated to use Blooket due to its perceived ability to increase student engagement and improve vocabulary acquisition. Additionally, the platform positively influenced classroom dynamics by encouraging active participation and fostering a more inclusive learning environment. Despite these benefits, teachers also reported several challenges, such as unstable internet connectivity and the difficulty of aligning gamified content with curriculum objectives. These experiences reflect the need for thoughtful integration of gamification strategies alongside pedagogical goals. Grounded in principles of constructivist and behaviourist learning theories, the study highlights the potential of Blooket as a supplementary instructional tool when supported by sufficient technological infrastructure and reflective teaching practices. However, as a small-scale study, these findings are context-specific and should be interpreted with caution. Future research is recommended to include a broader participant sample and to compare the use of different gamified platforms across varied educational settings to further assess their impact on language learning.
Students' Perception Analysis of the Effectiveness of the Beelinguapp Application as a Learning Medium in Improving Listening Skills Alia Riska Sipayung, Sefia; Safithri Armin, Diah
Jurnal Pembelajaran Bahasa dan Sastra Vol. 5 No. 1 (2026): Januari 2026
Publisher : Raja Zulkarnain Education Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55909/jpbs.v5i1.1261

Abstract

This study aims to analyze students' perceptions of the effectiveness of the Beelinguapp application as a learning medium to improve listening skills. The research was conducted on students of the English Education Study Program at the State Islamic University of North Sumatra in 2024, involving 50 respondents. The study used a convergent mixed-method design, which integrates quantitative and qualitative approaches. The research instruments consisted of a 15-item Likert scale questionnaire measuring perceptions of ease of use, perceptions of improvement in listening skills, and learning motivation, as well as five open-ended questions to explore students' experiences and views. Quantitative data were analyzed descriptively using percentages and frequencies, while qualitative data were analyzed through thematic analysis. The research results show that the majority of students perceive Beelinguapp as easy to use, effective in improving listening skills, and capable of enhancing learning motivation. The bilingual text feature integrated with audio is considered helpful for students to understand pronunciation, intonation, and vocabulary in context. Nevertheless, some technical issues, such as audio speed and limited internet access, are still experienced by some respondents. Overall, Beelinguapp has the potential to become an effective supporting medium for listening learning, particularly in mobile-based self-directed learning.