Students’ Perceptions Towards the Application of Gamification in English Class

Shinta Dwi Ariati, Iswahyuni Iswahyuni
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Abstract

The integration of technology in education is rapidly increasing. Thus, academic practitioners are expected to utilize it optimally in teaching and learning process. One of the ways is to apply gamification in the classroom. This study aims to investigate the students' perception of the application of gamification in English classes. This research was conducted using a qualitative design and the data presented were descriptive through data interpretation. To answer the research questions, the researcher used semi-structured interviews in a face-to-face setting with 31 seventh-graders in one of the public junior high schools in Malang. The results of the study were to investigate students' perceptions of the application of gamification in learning English and students' insights about digital facilities in the school. The questions from interviews conducted covered several aspects, including (i) student interest in accessing digital games; (ii) student learning motivation; (iii) digital resource facilities and the ability of teachers to operate digital resources. The study found that more than half of the students in the class frequently accessed digital games and even had a favorite game. Students also gave a satisfactory perception regarding the application of gamification in the classroom because it can increase learning motivation. Students also gave their perceptions of the digital resource facilities at school and the teachers' ability to operate them.
学生对游戏化在英语课堂应用的看法
技术与教育的融合正在迅速增加。因此,期望学术实践者在教学过程中最佳地利用它。其中一种方法是在课堂上应用游戏化。本研究旨在探讨学生对游戏化在英语课堂应用的看法。本研究采用定性设计,并通过数据解释提供描述性数据。为了回答研究问题,研究者采用半结构化访谈的方式,对玛琅一所公立初中的31名七年级学生进行面对面访谈。研究的结果是调查学生对游戏化在英语学习中的应用的看法,以及学生对学校数字设施的看法。访谈中的问题涵盖了几个方面,包括(i)学生对接触数字游戏的兴趣;(二)学生学习动机;(三)数字资源设施和教师操作数字资源的能力。研究发现,班上超过一半的学生经常玩数字游戏,甚至有一款最喜欢的游戏。学生对游戏化在课堂上的应用也给出了满意的看法,因为它可以增加学习动机。学生还对学校的数字资源设施和教师的操作能力提出了看法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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