Gamification's Effectiveness in Online English Teaching in the Pandemic Era
The current study aimed to describe students' perceptions of their English mastery, and the media used by the researcher is a gamification platform (Quizizz). The study used a qualitative approach with a descriptive approach, and the instrument was a questionnaire. The participants were given...
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Universitas Cokroaminoto Palopo
2021
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oai:doaj.org-article:7494dcf2f6434faaa7f67034cdce792a2021-12-02T06:34:02ZGamification's Effectiveness in Online English Teaching in the Pandemic Era10.30605/jsgp.4.2.2021.5902654-6477https://doaj.org/article/7494dcf2f6434faaa7f67034cdce792a2021-07-01T00:00:00Zhttps://e-journal.my.id/jsgp/article/view/590https://doaj.org/toc/2654-6477 The current study aimed to describe students' perceptions of their English mastery, and the media used by the researcher is a gamification platform (Quizizz). The study used a qualitative approach with a descriptive approach, and the instrument was a questionnaire. The participants were given a total of ten questions. There are 30 people who have already completed the questionnaire. According to the results of a questionnaire administered to 30 students, they have a favorable opinion of Gamification platforms for improving their English proficiency. Based on the overall data presented in the previous sections, it was clear that the English mastery material that was equipped with a Gamification platform as a media to improve English mastery received a positive perception and positive comments Muhamad Sofian HadiNabil irbah AthallahUniversitas Cokroaminoto Palopoarticleenglish masterystudentgamificationEducationLTheory and practice of educationLB5-3640ENIDJurnal Studi Guru dan Pembelajaran, Vol 4, Iss 2 (2021) |
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english mastery student gamification Education L Theory and practice of education LB5-3640 |
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english mastery student gamification Education L Theory and practice of education LB5-3640 Muhamad Sofian Hadi Nabil irbah Athallah Gamification's Effectiveness in Online English Teaching in the Pandemic Era |
description |
The current study aimed to describe students' perceptions of their English mastery, and the media used by the researcher is a gamification platform (Quizizz). The study used a qualitative approach with a descriptive approach, and the instrument was a questionnaire. The participants were given a total of ten questions. There are 30 people who have already completed the questionnaire. According to the results of a questionnaire administered to 30 students, they have a favorable opinion of Gamification platforms for improving their English proficiency. Based on the overall data presented in the previous sections, it was clear that the English mastery material that was equipped with a Gamification platform as a media to improve English mastery received a positive perception and positive comments
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format |
article |
author |
Muhamad Sofian Hadi Nabil irbah Athallah |
author_facet |
Muhamad Sofian Hadi Nabil irbah Athallah |
author_sort |
Muhamad Sofian Hadi |
title |
Gamification's Effectiveness in Online English Teaching in the Pandemic Era |
title_short |
Gamification's Effectiveness in Online English Teaching in the Pandemic Era |
title_full |
Gamification's Effectiveness in Online English Teaching in the Pandemic Era |
title_fullStr |
Gamification's Effectiveness in Online English Teaching in the Pandemic Era |
title_full_unstemmed |
Gamification's Effectiveness in Online English Teaching in the Pandemic Era |
title_sort |
gamification's effectiveness in online english teaching in the pandemic era |
publisher |
Universitas Cokroaminoto Palopo |
publishDate |
2021 |
url |
https://doaj.org/article/7494dcf2f6434faaa7f67034cdce792a |
work_keys_str_mv |
AT muhamadsofianhadi gamificationseffectivenessinonlineenglishteachinginthepandemicera AT nabilirbahathallah gamificationseffectivenessinonlineenglishteachinginthepandemicera |
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1718399818479435776 |