Gamification in a Flipped Classroom Using Articulate Storyline for Junior High School Students’ Vocabulary Mastery

This study aims to design gamification-based- instructions using articulate storyline in a flipped classroom setting to improve vocabulary mastery of junior high school students and to examine how students’ perspective on this approach compared to traditional methods. The study employs a Research and Development (R&D) methodology, guided by the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results show that there is a significant improvement in students’ vocabulary mastery, with an average gain of 30%, and over 85% of students found the gamified activities significantly more engaging and motivating. The study concludes that using the Articulate Storyline in conjunction with gamification in a flipped classroom environment significantly improves both student engagement and vocabulary mastery. These findings provide not only insightful information that positions gamified learning as a strong substitute for conventional pedagogy but also further advancements in instructional design.

Authors

Institutions

Publication Details

Journal
JEELS (Journal of English Education and Linguistics Studies)
Published
2024-12-26
DOI
https://doi.org/10.30762/jeels.v11i2.3803
Primary Topic
Innovative Teaching Methods
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamification in a Flipped Classroom Using Articulate Storyline for Junior High School Students’ Vocabulary Mastery

Yudhi Arifani, Slamet Asari, Agustin Putri Intan Permata
JEELS (Journal of English Education and Linguistics Studies)
Innovative Teaching Methods
article

Gamification in a Flipped Classroom Using Articulate Storyline for Junior High School Students’ Vocabulary Mastery

Yudhi Arifani, Slamet Asari, Agustin Putri Intan Permata
article en

Abstract

This study aims to design gamification-based- instructions using articulate storyline in a flipped classroom setting to improve vocabulary mastery of junior high school students and to examine how students’ perspective on this approach compared to traditional methods. The study employs a Research and Development (R&D) methodology, guided by the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results show that there is a significant improvement in students’ vocabulary mastery, with an average gain of 30%, and over 85% of students found the gamified activities significantly more engaging and motivating. The study concludes that using the Articulate Storyline in conjunction with gamification in a flipped classroom environment significantly improves both student engagement and vocabulary mastery. These findings provide not only insightful information that positions gamified learning as a strong substitute for conventional pedagogy but also further advancements in instructional design.

JEELS (Journal of English Education and Linguistics Studies)Vol. 12(1)
Universitas Muhammadiyah Gresik (ID)
Quality Education
Openalex Percentile: Top 65%
Innovative Teaching Methods
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.