Penulis Utama : Muhammad Arizal Mulyandika
NIM / NIP : K2219055
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Muhammad Arizal Mulyandika .K2219055. Consultant I: Dr. Endang Setyaningsih, M.Hum., Consultant II: Teguh Sarosa, S.S., M.Hum. Exploring Gamification in EFL Classrooms: Implementation Strategies and Student Perspectives on Its Benefits and Drawbacks. Thesis, Teacher Training and Education Faculty of Sebelas Maret University, January 2024.

Gamification has been widely used in English as a foreign language (EFL) education. However, there is a lack of exploration of students'' perceptions regarding the use of gamification in EFL classrooms. This study aims to replicate previous research on gamifying methods to enhance English learning for EFL. In addition, this study aims to gain further insight into students'' perceived benefits and drawbacks of using gamified methods. This research implemented a descriptive case study as the research methodology. A descriptive case study approach is used to explore the implementation of the gamification method in English learning, including their preferences and perceived benefits. This research was conducted in one of the Senior High Schools in Boyolali, with 32 students as the participants. Data collection techniques in this study used observation, questionnaires and interviews. The data were analyzed based on the interactive model proposed by Miles, Huberman & Saldana (2014). The research results show that students perceive gamification as beneficial and agree with using gamification methods in English learning, especially in reading. Based on the results of the questionnaire, there are five benefits of gamification including (1) increased enthusiasm in learning, (2) enhanced interest in learning, (3) increased engagement in learning activities, (4) improved social skills in communication, and (5) Boost-ing enjoyment in learning. Also, this study found outdraws of gamification including (1) Reliance on reward, (2) Confusing, (3) Boring when it is repeated. This research found barriers related to time management suggest that education institutions need to provide further guidance to teachers on efficient time management when integrating gamify in learning.

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Penulis Utama : Muhammad Arizal Mulyandika
Penulis Tambahan : -
NIM / NIP : K2219055
Tahun : 2024
Judul : EXPLORING GAMIFICATION IN EFL CLASSROOMS: IMPLEMENTATION STRATEGIES AND STUDENT PERSPECTIVES ON ITS BENEFITS AND DRAWBACKS
Edisi :
Imprint : Surakarta - Fak. KIP - 2024
Program Studi : S-1 Pendidikan Bahasa Inggris
Kolasi :
Sumber :
Kata Kunci : gamification, gamification in EFL, perception, student
Jenis Dokumen : Skripsi
ISSN :
ISBN :
Link DOI / Jurnal : https://doi.org/10.32332/joelt.v11i2
Status : Public
Pembimbing : 1. Dr. Endang Setyaningsih, S.Pd., M.Hum.
2. Teguh Sarosa, S.S., M.Hum.
Penguji : 1. Dra. Dewi Rochsantiningsih, M. Ed., Ph.D.
2. Hefy Sulistyawati, S.S., M.Pd.
Catatan Umum :
Fakultas : Fak. KIP
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