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Contact Name
Imam Nur Aziz
Contact Email
pbijeet@gmail.com
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+6285655043894
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pbijeet@gmail.com
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Jl. Frontage Ahmad Yani Siwalankerto No.117, Jemur Wonosari, Wonocolo, Kota SBY, Jawa Timur 60237, Indonesia
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INDONESIA
JEET (Journal of English Education and Technology
ISSN : -     EISSN : 27213811     DOI : -
JEET is a primary source for academics and professionals in the field of English Education, English Language Teaching, Instructional Design, Educational Technology, and Curriculum Design. it publishes theoretical perspective, methodological developments, empirical research lead to an improvement in formal and informal education at all levels of education, childhood education, technical education, and professional development. Empirical papers are expected to report on significant research studies. it may report qualitative, quantitative, or mixed methods. Empirical papers need to include: a clear methodology (information on sampling and analytical process), substantive evidence of research outputs, outcomes, and impacts. theoretical, methodology and review articles should be critical, present a novel perspective and make an original contribution
Articles 1 Documents
Search results for , issue "Vol. 1 No. 04 (2021): January 2021" : 1 Documents clear
The Effect of Online Gamification Learning on Students' Motivation and Students' Writing Descriptive Text Rodiatul Hasanah Bani Muhsin; Imam Nur Aziz
JEET, Journal of English Education and Technology Vol. 1 No. 04 (2021): January 2021
Publisher : FKDP (Forum Komunikasi Dosen Peneliti)

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Abstract

Online gamification learning is an imaginative methodology that expects to build manufacturing clients' commitment and motivation. The inspiration driving this assessment was to investigate the impacts of the utilization of online gamification learning on students’ motivation and students' writing descriptive text. The study was conducted at MTs. Mambaus Sholihin Gresik in class VIII I. To know whether online gamification learning is effective, the researcher utilized a pre-experimental method in which the information was tried by a statistical formula of t-test. The consequence of the exploration is the mean of the pre-test was 66.3810 and the mean of the post-test was 80.2143. The questionnaire appeared that students who agree with the method of online gamification learning have motivated and helped them in writing descriptive text. It can be concluded that the students' motivation and students’ accomplishment in writing descriptive text is improved when they are educated by online gamification learning.

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