Students‘ interest in learning English Using gamification of ninth grade students at Mts Al- Qalam Teppo
Students‘ interest in learning English Using gamification of ninth grade students at Mts Al- Qalam Teppo
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Date
2025-07-08
Authors
Nurlailatul Qadri
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Repository STAIN Majene
Abstract
ABSTRACT
Name : Nurlailatul Qadri
Reg. Number : 10256119018
Tittle : Students‘ interest in learning English Using gamification of ninth
grade students at Mts Al- Qalam Teppo
Gamification is the application of game elements designed to enhance
students' interest, engagement, and enjoyment in the learning process. However,
in reality, students' interest in learning English tends to be low, especially in class
9C, which was identified through interviews and questionnaires. The lack of
student interest may be due to monotonous learning methods, minimal student
engagement, and the absence of interactive media. This research aims to
determine whether using gamification can increase students' interest in learning
English. The platforms used in this research are Quizziz and Kahoot.
This research uses a quantitative method with a one-group pre-test and
post-test design. The class selection was conducted using purposive sampling,
choosing a class with the lowest level of interest in learning English. Based on
interviews and questionnaires distributed beforehand, class 9C was selected as it
had the lowest scores compared to other classes. The research subjects consisted
of 19 students from class 9C.
The results indicate that gamification can enhance students' interest in
learning English. This is evidenced by an increase in the pre-test score from 58 to
75 in the post-test. A hypothesis test was conducted using a paired sample t-test,
and the results showed that gamification had a significant impact on increasing
students' learning interest. This conclusion is based on a significance value of
0.001, which is far smaller than 0.05, meaning the null hypothesis (H0) was
rejected, and the alternative hypothesis (Ha) was accepted. The implementation of
gamification methods with application-based media such as Kahoot and Quizziz
significantly improves students' learning interest after implementation compared
to before the treatment.
Keywords: gamification, Quizizz, Kahoot, and learning interest