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Contact Name
Muhammad Iksan
Contact Email
pbi@iainpalopo.ac.id
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+6285242844446
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pbi@iainpalopo.ac.id
Editorial Address
Faculty of Education and Teacher Training Office Jl. Agatis, Palopo, South Sulawesi, Indonesia, 91914
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INDONESIA
FOSTER: Journal of English Language Teaching
ISSN : -     EISSN : 27234126     DOI : https://doi.org/10.24256/foster-jelt
Core Subject : Education,
Foster JELTL journal invites scholars, researchers, and students to contribute the result of their studies and researches in the areas related to English Language Education, The focus of the Journal is on all levels, stages, and processes of education (e.g., formal, informal, non-formal, early childhood, lifelong, schooling, adult education, vocational education and training, higher education). Which covers textual and fieldwork investigation with various perspectives of: English Language, English Teaching, English Learning
Articles 191 Documents
Gamifying the Classroom: The Effect of Quizizz on Vocabulary Retention Among Indonesian Junior High School Students Husnaini; Surya Amalia; St. Hartina
FOSTER: Journal of English Language Teaching Vol. 5 No. 4 (2024): FOSTER JELT
Publisher : Faculty of Education and Teacher TrainingĀ of UIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/foster-jelt.v5i4.469

Abstract

Vocabulary is a key element of English language learning upon which it builds learners“ ability to communicate successfully and improve their overall levels of proficiency in the language. Gamification-based learning platforms have recently garnered a lot of attention in the context of English as a Foreign Language (EFL), as they may potentially enhance student engagement and ultimately lead to better learning outcomes. Even though Quizizz is more widely used in language classrooms, there have been very few pieces of empirical evidence in the literature that state its effectiveness for improving vocabulary mastery among Indonesian junior high school students (in studies using an experimental design). The research sought to determine if Quizizz based gamification significantly enhances students' vocabulary mastery over conventional instructional approaches. In total, a quantitative quasi-experimental design with 62 ninth-grade students at the public junior high school in Indonesia (experimental group n = 32; control group n = 30) was conducted. Data were collected and analyzed using pre-test and post-test a 50-item vocabulary test, descriptive statistics, paired-sample t-tests, and effect size calculation. Results indicated a large gain for the experimental group (mean scores improved from 59.94 to 84.07) compared with the control group, whose means increased from 60.33 to 67.07 Statistical analysis showed significant difference between the pre-test and post-test scores (p <. 001), which indicate that Quizizz is a good tool to improve the students' master of vocabulary. These findings elucidate the pedagogical potentials of gamified learning environments in vocabulary instruction and advocate the infusion of digital gamification instruments with a view to enhancing EFL learning experience for greater motivation, engagement and effectiveness.