Teachers' perception of the use of gamification in EFL class at Smk 10 Nopember Sidoarjo

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Paramita, Ayuningtyas Febri (2023) Teachers' perception of the use of gamification in EFL class at Smk 10 Nopember Sidoarjo. Undergraduate thesis, Uin Sunan Ampel Surabaya.

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Abstract

EFL (English as Foreign Language) is an English course for those who do not reside in an English-speaking area or who have never used English as their primary mode of communication. With the rapid advancement of science and technology, the development of multimedia technology, and its application to education, teaching English has taken on a new era. It is possible to establish any supportive platform to enhance the contemporary teaching model of English. One of the methods is by using gamification in EFL class. Gamification is a relatively recent phrase that describes the use of game aspects in non-game environments to produce interesting, enjoyable, and inspiring learning experiences for students. Teachers’ perception is also important in the teaching activity because it is the process of observing, sensing, remembering, and experiencing the world around them. Therefore, this study is aimed to research the types of Game apps and analyze the teachers’ perception of gamification in EFL Class. This research is qualitative research. The data were collected through interview, observation and documentation. The process of this research consists of finding questions, collecting data from the English teachers of SMK 10 Nopember Sidoarjo, analyzing data, and making interpretations of data. The subjects in this research were two English teachers in SMK 10 Nopember who used gamification in EFL class. The finding of this study showed that teachers use educational games such as Quizizz, Moodle, Kahoot! and Educandy starting from the pandemic era until now. It is applied from X to XII grades. The teacher explained the reason the teacher is using the gamification method is it makes the learning process more fun and lively. For the effectiveness of gamification, the teacher said it is quite effective because it was so practical and the students could absorb the material quickly. But also there were some problems, like blackouts, internet connection, and supportive gadgets. The teacher assessed the students by evaluating their score after finishing the quiz. The application of gamification in EFL class, it is concluded that the use of gamification in EFL Class based on teacher perception, could help the students easily absorb the learning material and also achieve the learning objectives successfully.

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Item Type: Thesis (Undergraduate)
Creators:
CreatorsEmailNIM
Paramita, Ayuningtyas FebriAyuningtyas26.at@gmail.comD75216038
Contributors:
ContributionNameEmailNIDN
Thesis advisorSafriyani, Rizkarizkasafriyani@uinsby.ac.id2014098401
Thesis advisorMuhtarom, Muhtarommmuhtarom@yahoo.com2020126501
Subjects: Game Online
Pendidikan > Bahasa Inggris
Persepsi Guru
Keywords: EFL; gamification; teachers’ perception
Divisions: Fakultas Tarbiyah dan Keguruan > Pendidikan Bahasa Inggris
Depositing User: Ayuningtyas Febri Paramita
Date Deposited: 16 Jul 2024 02:20
Last Modified: 16 Jul 2024 02:20
URI: http://digilib.uinsa.ac.id/id/eprint/71764

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