STUDENTS PERCEPTION OF GAMIFICATION TO PROMOTE CLASSROOM ENGAGEMENT AND MOTIVATION IN SENIOR HIGH SCHOOL

Gilang A. Pratama

Abstract


The development of English teaching and learning is also influenced by rapid changes in technology as we enter the industry of 4.0. Education and teaching-related field areas such as pedagogy, teaching media, the courses, etc. are the subjects which have been impacted by technology. Meanwhile, the lack of motivation is one of the obstacles that students faced. In this research, the researcher used one online-gamification tool called 'Kahoot!' in a senior high school to promote their engagement and motivation. The case study and questionnaire were used for the method of data collection. The data collection process was conducted for two months on campus. The meaningful gamification concept was applied through Kahoot! at the end of the meeting, and the last session they answered the questionnaires. Thirty-five students participated in this study, and the result of the study showed students’ responses which are discussed under two main topics; Students’ engagement and motivation, and learning outcomes.

Keywords


kahoot!; students’ perception; classroom engagement; motivation

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References


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DOI: http://dx.doi.org/10.33021/lrs.v1i1.1040

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