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
dc.contributor.author | Nurlailatul Qadri | |
dc.date.accessioned | 2025-07-08T06:45:12Z | |
dc.date.available | 2025-07-08T06:45:12Z | |
dc.date.issued | 2025-07-08 | |
dc.description.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 | |
dc.identifier.uri | https://repository.stainmajene.ac.id/handle/123456789/1003 | |
dc.publisher | Repository STAIN Majene | |
dc.title | Students‘ interest in learning English Using gamification of ninth grade students at Mts Al- Qalam Teppo | |
dc.type | Undergraduate Thesis | |
dspace.entity.type |
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