IMPROVING MOTIVATION OF STUDENTS AT MTS BUSTANUL ULUM PAKISAJI BY USING GAMIFICATION

Dian Rahmawati

Abstract


Abstract: The goal of this study is to find out the effect of using gamification on online classroom to student’s motivation. The terms gamification means using every part of a game, such as points, ranks, rewards, etc., in English learning progress. The research design of this study is qualitative research where the researcher gather data through
observation, questionnaire and interview. The subjects of this study are the 9th grade
students and the English teacher of MTS Bustanul Ulum, Pakisaji. The data gathered
is validated through data triangulation. The finding shows that the teacher had limited
understanding of gamification and the time allotment that given to the teacher became
the limitation in application of gamification. The students’ learning motivation is
increased during the application though it is inevitable that the time needed to apply
gamification is a lot. Beside the difficult task, students felt fun and easier on learning
English. It is proven that the use of gamification increases students’ motivation in
learning English.

 

Keywords: Online Learning, Gamification, Learning Motivation


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