Gamification in Education: Evoking Students’ Learning Interest and Achievement in EFL Class
(1) Universitas Negeri Makassar
(2) Universitas Negeri Makassar
(3) Universitas Negeri Makassar
(*) Corresponding Author
Abstract
Keywords
Full Text:
PDFReferences
Al-Hadithy, Ali (2018 ) " Gamification in Learning English for Academic Purposes: Designing assessment for Learning using Kahoot with UAE Under Graduate Law Students " , International Journal of Management and Applied Science (IJMAS) , pp. 66-70, Volume-4, Issue-5
Creswell, J. W. (2014). Research Design: Qualitative, Quantitative and Mixed Methods Approaches (4th ed.). London: Sage Publications Ltd.
Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(9).
Flores, J. F. F. (2015). Using Gamification to Enhance Second Language Learning. Digital Education.
Gardner, R. C., Lalonde, R. N., & Moorcroft, R. (1985). The Role of Attitudes and Motivation in Second Language Learning: Correlational and Experimental Considerations. A Journal of Research in Language Studies, 35(2), 207-227.
Jackson, G. T., & McNamara, D. S. (2013). Motivation and performance in a game-based intelligent tutoring system. Journal of Educational Psychology, 105(4), 1036–1049
Katz, I., Assor, A., Kanat-Maymon, Y., & Bereby-Meyer, Y. (2006). Interest as a motivational resource: Feedback and gender matter, but interest makes the difference. Social Psychology of Education, 9(1), 27-42.
Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in Education. Proceedings of 9th International Balkan Education and Science Conference.
Lee, J., & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2), 146.
Lin, D. T. A., Ganapathy, & Kaur, M. M. (2018). Kahoot! It: Gamification in higher education. Pertanika Journal of Social Science and Humanities.
Lopes, R. P. (2014). Gamification as a Learning Tool. International Journal of Developmental and Educational Psychology, 2.
Mufidah, N. (2016). The effect of gamification on English language anxiety and grammar achievement. (Master degree). Widya Mandala Catholic University Surabaya.
Nikmah, H. (2019). Gamification to Improve Students’ Engagement in Learning English. Proceeding of 1st Conference of English Language and Literature (CELL).
Noroozi, O., McAlister, S., & Mulder, M. (2016). Impacts of a Digital Dialogue Game and Epistemic Beliefs on Argumentative Discourse and Willingness to Argue. The International Review of Research in Open and Distributed Learning, 17(3).
Samson, S., & Karthiga, D. S. V. (2020). Gamification as a Tool in English LanguageTeaching. International Journal of Early Childhood Special Education, 99-102.
Sugiyono. (2008). Metode Penelitian Kuantitatif, Kualitatif dan R&D. Bandung: CV Alfabeta
Article Metrics
Abstract view : 193 times | PDF view : 22 timesRefbacks
- There are currently no refbacks.