International Journal of Digital Learning on Languages and Arts
Vol. 1 No. 1 (2024)

The Effect of Gamification of Four-Grade Students’ Writing Competency

Kadek Gita Suryani (STKIP Agama Hindu Singaraja)
I Gede Yoga Permana (STKIP Agama Hindu Singaraja)



Article Info

Publish Date
30 Jun 2024

Abstract

This research aims to determine the effect of gamification on fourth grade students' writing competence. This study was an experimental study conducted at SD N 4 Banyuasri, Buleleng, Bali. Using pretest posttest design, this study involved four grade students as the sample of the study. Data collection in this research used several instruments, namely tests (pre-test and post-test), lesson plans, and rubric for analyzing writing. The results of the study found that the post-test score (M= 82.86, Std= 7.507) was higher than the pre-test (M= 42.32, Std= 14.368). The t test results also confirmed that there was a significant difference in the mean score between the pre-test and post-test (Sig≤0.05). During the learning process, students look active and motivated while participating in the learning process in class. This study also present an important discussions towards using gamification in creating motivating and engaging learing environment.

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Journal Info

Abbrev

IJODLLA

Publisher

Subject

Arts Humanities Computer Science & IT Languange, Linguistic, Communication & Media Social Sciences Other

Description

The International Journal of Digital Learning on Languages and Arts (IJODLLA) is a scientific journal published by the Laboratory Unit of Languages and Arts Faculty of Universitas Pendidikan Ganesha. IJODLLA is specifically publishing journal articles in the field of study and ethical practice of ...