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Students' perception toward gamification applied in English language classroom

ELT Forum: Journal of English Language Teaching · Vol. 10 No. 1 (2021) · hlm. 21–29

DOI
10.15294/elt.v10i1.40558
ISSN
2721-4532, 2252-6706
Terbit
2021-03-26
Penerbit
English Department, Faculty of Languages and Arts, Universitas Negeri Semarang
Bahasa
eng

Abstrak

This study aims to find out the students' perception toward gamification applied on English language Classroom. Gamification emerged as an innovation in classroom teaching. The basic concept is to incorporate game elements into teaching, taking advantage of students' interest in games that can be used for the purposes of the teaching process. This study is conducted since there is still limited research that is conducted in Indonesia which analyses the students' perception toward the gamification utilization. This research used qualitative methods as a way to present research results from data collected. Data from this study were collected using two methods, namely online questionnaires, and interviews. This research shared questionnaires to 30 students. The questionnaire was a Likert-style close-ended question. From the research conducted, it was found that the majority of students' perceptions of gamification used in English classes was positive. The students believed that gamification was effective and fun to bring to classroom learning. This teaching method allows students to engage more in-class activities, reduces boredom because it creates a learning atmosphere, and increases learning motivation without disturbing the understanding of the material obtained by students.

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  • State University of Semarang
  • Universitas Bina Sarana Informatika
  • Afiliasi tidak diketahui
  • Organisasi berbeda
  • Organisasi sama
  • Afiliasi tidak diketahui
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Rekan penulisOrganisasiArtikel bersama
Ari Iswanto WibowoUniversitas Bina Sarana Informatika1
Jimmi JimmiUniversitas Bina Sarana Informatika1
Prapti Wigati PurwaningrumUniversitas Bina Sarana Informatika1
Farid AbdullahState University of Semarang1
Putri AprilianiState University of Semarang1
Rudi HartonoState University of Semarang1
Dwi Putri SetyaniState University of Semarang1
Novita SetiawatiState University of Semarang1
Intan Permata HapsariState University of Semarang1
Sri WahyuniState University of Semarang1
D. A. A. RizkaState University of Semarang1
Dewi KartikaState University of Semarang1
Prahda Alifa FegasantiAfiliasi tidak diketahui1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/sju/index.php/elt/oai, pertama di-harvest 5 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en-US">Students' perception toward gamification applied in English language classroom</dc:title>
	<dc:creator>Putra, Pandu Perdana</dc:creator>
	<dc:creator>Priyatmojo, Arif Suryo</dc:creator>
	<dc:description xml:lang="en-US">This study aims to find out the students' perception toward gamification applied on English language Classroom. Gamification emerged as an innovation in classroom teaching. The basic concept is to incorporate game elements into teaching, taking advantage of students' interest in games that can be used for the purposes of the teaching process. This study is conducted since there is still limited research that is conducted in Indonesia which analyses the students' perception toward the gamification utilization. This research used qualitative methods as a way to present research results from data collected. Data from this study were collected using two methods, namely online questionnaires, and interviews. This research shared questionnaires to 30 students. The questionnaire was a Likert-style close-ended question. From the research conducted, it was found that the majority of students' perceptions of gamification used in English classes was positive. The students believed that gamification was effective and fun to bring to classroom learning. This teaching method allows students to engage more in-class activities, reduces boredom because it creates a learning atmosphere, and increases learning motivation without disturbing the understanding of the material obtained by students.</dc:description>
	<dc:publisher xml:lang="en-US">English Department, Faculty of Languages and Arts, Universitas Negeri Semarang</dc:publisher>
	<dc:date>2021-03-26</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/sju/elt/article/view/40558</dc:identifier>
	<dc:identifier>10.15294/elt.v10i1.40558</dc:identifier>
	<dc:source xml:lang="en-US">ELT Forum: Journal of English Language Teaching; Vol 10 No 1 (2021): ELT Forum: Journal of English Language Teaching; 21-29</dc:source>
	<dc:source>2721-4532</dc:source>
	<dc:source>2252-6706</dc:source>
	<dc:source>10.15294/elt.v10i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/sju/elt/article/view/40558/18657</dc:relation>
</oai_dc:dc>