Gamification in Scientific Approach to Improve Students' Learning Motivation

Knowing the fact that students’ learning motivation in learning English is low. This research investigates the effects of using gamification in scientific approach to conduct English learning in class. This quantitative research used experimental design to know whether there is an effect of gamification on students’ learning motivation. The population of this research is students in SMP Negeri 6 Natar, however this research used purposive sampling to decide the sample to meet the needs of the research. A questionnaire was used to measure the students’ learning motivation by using the Likert scale. To analyze the data, the researcher used Repeated measure T-Test. The results suggest that there is a significant improvement in students’ learning motivation before and after treatment. The data implies that the pre-score of students’ learning motivation is mostly in the medium level then it shifted to the high level on the post-score. The results show that the implementation of gamification in scientific approach improves students’ learning motivation.

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Publication Details

Journal
INTERNATIONAL JOURNAL OF LANGUAGE TEACHING AND EDUCATION
Published
2024-12-31
DOI
https://doi.org/10.22437/ijolte.v8i2.31864
Primary Topic
Educational Methods and Outcomes
Type
article
Field-Weighted Citation Impact
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article

Gamification in Scientific Approach to Improve Students' Learning Motivation

Faras Seruni
INTERNATIONAL JOURNAL OF LANGUAGE TEACHING AND EDUCATION
Educational Methods and Outcomes
article

Gamification in Scientific Approach to Improve Students' Learning Motivation

Faras Seruni
article en

Abstract

Knowing the fact that students’ learning motivation in learning English is low. This research investigates the effects of using gamification in scientific approach to conduct English learning in class. This quantitative research used experimental design to know whether there is an effect of gamification on students’ learning motivation. The population of this research is students in SMP Negeri 6 Natar, however this research used purposive sampling to decide the sample to meet the needs of the research. A questionnaire was used to measure the students’ learning motivation by using the Likert scale. To analyze the data, the researcher used Repeated measure T-Test. The results suggest that there is a significant improvement in students’ learning motivation before and after treatment. The data implies that the pre-score of students’ learning motivation is mostly in the medium level then it shifted to the high level on the post-score. The results show that the implementation of gamification in scientific approach improves students’ learning motivation.

INTERNATIONAL JOURNAL OF LANGUAGE TEACHING AND EDUCATIONVol. 8(2)
Lampung University (ID)
Openalex Percentile: Top 59%
Educational Methods and Outcomes
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Gamification in Scientific Approach to Improve Students' Learning Motivation — Faras Seruni · INTERNATIONAL JOURNAL OF LANGUAGE TEACHING AND EDUCATION (2024) | TGRS Research Map | TGRS