Gamification in Education: Evoking Students’ Learning Interest and Achievement in EFL Class

Hendri Muzakkir(1*), Kisman Salija(2), Muh. Asfah Rahman(3),

(1) Universitas Negeri Makassar
(2) Universitas Negeri Makassar
(3) Universitas Negeri Makassar
(*) Corresponding Author



Abstract


The main focus of this research was to know the improvement of the students’ learning interest and achievement by using gamification in learning English. The data were collected by asking the students to fill out the questionnaire before and after being given the treatment and answer questions at pretest and posttest. The objective of this study was to find out whether the students’ learning achievement and interest had an improvement or not. This study was a pre-experimental research design. The population of this research was the eleventh-grade students of SMA Negeri 1 Barru in 2022/2023 academic year. The total number of populations was 363 students. In selecting the sample of the research, the researcher used cluster random sampling technique. XI MIPA 3 was chosen as experiment class which consists of 28 students. The instruments of this research were questionnaire and students’ achievement test. The questionnaire was assessed and analyzed to determine the students’ interest in learning English. The result of the data analysis showed that the students’ learning interest could increase from 75.37 average score to 82.47 average score after given the treatment.  Meanwhile, students’ achievement test was assessed and analyzed to determine the students’ achievement. The result of the data analysis showed that the students’ achievement could improve after being given the treatment. It was proved by the mean score in pretest was 55.35 improved to 81.42 in posttest. Then the correlation between students’ interest and their achievement is not significant (rxy = 0.148 < 0.374).

Keywords


Improving; Gamification; Learning English; Questionnaire

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References


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