Gamification in Duolingo App on Improving English Listening Proficiency of Junior High School Students

Umniyah Juman Rosyidah, Ekaning Dewanti Laksmi, M. Anugerahwati
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引用次数: 1

Abstract

Gamification is considered as a strategy to involve students in solving problems related to learning English, rather than playing games. Duolingo, an application that uses gamification, is suitable for junior high school students as a formal classroom setting in English learning. This study aimed at investigating whether the use of gamification in Duolingo App can improve the listening proficiency of junior high school students in English. This research uses quasi-experimental design with quantitative approach. The data is collected using test and observation and analyzed using SPSS 26 App. The results show that the sig. (2 tailed) indicated is 0.002 meaning that there is difference between post-test of experiment class and control class. It is concluded that gamification in Duolingo app affects English listening proficiency of junior high school students. Hence, Duolingo App has the potential to serve as a valuable tool for educators to enhance their students' listening skills. Additionally, gamification can form the foundation for the development of technological learning resources. However, this study has some limitations, and further research involving different educational levels, media, and longer experiment duration is necessary to obtain detailed and reliable results that can be applied to the broader population.
多邻国App游戏化对提高初中生英语听力水平的影响
游戏化被认为是一种让学生解决与英语学习有关的问题的策略,而不是玩游戏。Duolingo是一款使用游戏化的应用程序,适合初中生作为正式的英语课堂学习环境。本研究旨在调查多邻国App中游戏化的使用是否能提高初中生的英语听力水平。本研究采用准实验设计和定量方法。数据采集采用检验观察法,使用SPSS 26 App进行分析。结果显示,所示的sig(2尾)为0.002,表示实验班与对照班的后测结果存在差异。结果表明,多邻国应用中的游戏化影响了初中生的英语听力水平。因此,多邻国应用程序有潜力成为教育工作者提高学生听力技能的宝贵工具。此外,游戏化可以形成技术学习资源开发的基础。然而,本研究存在一定的局限性,需要在不同的教育水平、不同的媒介、更长的实验时间等方面进行进一步的研究,以获得更详细、可靠的结果,并适用于更广泛的人群。
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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