{"title":"用游戏化方法教授印尼语口语技巧","authors":"Yunarni Siregar, I. Iskandar, R. Dewanti","doi":"10.24815/eej.v13i3.26190","DOIUrl":null,"url":null,"abstract":"Speaking skills are essential language skills to master in the digital era. Indonesian teachers are therefore challenged to develop approaches and materials according to the development of students in this era. Gamification is an approach that Indonesian language teachers can develop to be more effective and make students involved in learning. This study intends to further explore gamification's effectiveness in learning speaking skills. The research is a quasi-experimental study involving 34 students of class XI IPS MAN 4 Jakarta in one learning session. All students were involved in total sampling and received treatment as a whole without a control group. The data were observed using a questionnaire according to the curriculum target and analyzed by frequency distribution. The results showed that gamification improved students' abilities, learning motivation, and engagement. The implication is that the gamification designed in this study can be further developed in accordance with the study's limitations. The game can also be developed digitally.","PeriodicalId":30982,"journal":{"name":"English Education Journal","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-12-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Teaching Indonesian Speaking Skills with A Gamification Approach\",\"authors\":\"Yunarni Siregar, I. Iskandar, R. Dewanti\",\"doi\":\"10.24815/eej.v13i3.26190\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Speaking skills are essential language skills to master in the digital era. Indonesian teachers are therefore challenged to develop approaches and materials according to the development of students in this era. Gamification is an approach that Indonesian language teachers can develop to be more effective and make students involved in learning. This study intends to further explore gamification's effectiveness in learning speaking skills. The research is a quasi-experimental study involving 34 students of class XI IPS MAN 4 Jakarta in one learning session. All students were involved in total sampling and received treatment as a whole without a control group. The data were observed using a questionnaire according to the curriculum target and analyzed by frequency distribution. The results showed that gamification improved students' abilities, learning motivation, and engagement. The implication is that the gamification designed in this study can be further developed in accordance with the study's limitations. The game can also be developed digitally.\",\"PeriodicalId\":30982,\"journal\":{\"name\":\"English Education Journal\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"English Education Journal\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24815/eej.v13i3.26190\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"English Education Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24815/eej.v13i3.26190","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
在数字时代,口语技能是必不可少的语言技能。因此,印尼教师面临着根据学生在这个时代的发展来开发方法和材料的挑战。游戏化是印尼语教师可以发展的一种更有效的方法,让学生参与学习。本研究旨在进一步探讨游戏化在口语技能学习中的有效性。该研究是一项准实验研究,涉及XI IPS MAN 4 Jakarta班的34名学生,在一次学习中。所有学生都参与了全面抽样,并作为一个整体接受治疗,没有对照组。根据课程目标使用问卷对数据进行观察,并通过频率分布进行分析。结果表明,游戏化提高了学生的能力、学习动机和参与度。这意味着本研究中设计的游戏化可以根据研究的局限性进一步发展。游戏也可以进行数字开发。
Teaching Indonesian Speaking Skills with A Gamification Approach
Speaking skills are essential language skills to master in the digital era. Indonesian teachers are therefore challenged to develop approaches and materials according to the development of students in this era. Gamification is an approach that Indonesian language teachers can develop to be more effective and make students involved in learning. This study intends to further explore gamification's effectiveness in learning speaking skills. The research is a quasi-experimental study involving 34 students of class XI IPS MAN 4 Jakarta in one learning session. All students were involved in total sampling and received treatment as a whole without a control group. The data were observed using a questionnaire according to the curriculum target and analyzed by frequency distribution. The results showed that gamification improved students' abilities, learning motivation, and engagement. The implication is that the gamification designed in this study can be further developed in accordance with the study's limitations. The game can also be developed digitally.