SAUSAN NAFIS AMIN, 12510194005 (2022) GAMIFICATION OF DUOLINGO IN IMPROVING STUDENTS’ LEARNING MOTIVATION OF THE SECOND GRADE AT SMKN 1 REJOTANGAN TULUNGAGUNG. [ Skripsi ]
|
Text
COVER.pdf Download (838kB) | Preview |
|
|
Text
ABSTRACT.pdf Download (343kB) | Preview |
|
|
Text
TABLE OF CONTENTS.pdf Download (347kB) | Preview |
|
|
Text
CHAPTER I.pdf Download (384kB) | Preview |
|
Text
CHAPTER II.pdf Restricted to Repository staff only Download (384kB) |
||
Text
CHAPTER III.pdf Restricted to Repository staff only Download (384kB) |
||
Text
CHAPTER IV.pdf Restricted to Repository staff only Download (384kB) |
||
Text
CHAPTER V.pdf Restricted to Repository staff only Download (384kB) |
||
Text
CHAPTER VI.pdf Restricted to Repository staff only Download (384kB) |
||
|
Text
REFERENCES.pdf Download (141kB) | Preview |
Abstract
Amin, Sausan Nafis. Registered Number Student. 12510194005. 2021. Gamification of Duolingo in Improving Students’ Learning Motivation of the Second Grade at SMKN 1 Rejotangan Tulungagung. Thesis English Education Department. Magister Program. State Islamic Institute (IAIN) Tulungagung. Advisor: Dr. H. Nursamsu, M.Pd and Dr. Arina Shofiya, M.Pd. Keyword: Learning Motivation, Duolingo, Gamification. The Covid-19 pandemic has changed the face-to-face education system in schools into online-based education with the aim of suppressing the spread of the virus between humans. This has positive and negative sides, where from the positive side, the learning system has become completely online with its own challenges, but one of the negative sides is the reduced motivation of students to learn, especially to learn English. To increase students' learning motivation in learning English, the author uses the Duolingo application with the gamification method. This research was conducted to determine the effect of Duolingo gamification in increasing the learning motivation of second grade students at SMKN 1 Rejotangan Tulungagung. This research uses qualitative research methods with a case study research design by taking the population at SMKN 1 Rejotangan students and the number of samples in this study is 5 students. The instrument used in this research is interviews and uses a case study approach. Furthermore, the data sources for this study were five selected students at SMKN 1 Rejotangan who are in second grade. This study requires an in-depth analysis which requires the researcher to observe the subject as closely as possible and it is impossible for the researcher to choose the subject at random. The criteria for students in this study were students who had different abilities and interests in learning English, and students who played Duolingo in learning English. The findings show that Duolingo has increased the students' motivation although the level of motivation increased for each different subject. Some of the subjects felt highly motivated because they liked playing games or had understood English well before using Duolingo, and some thought that Duolingo was better than books. The game aspect of the app stimulates learning, making tasks more fun and interesting, this pleasant interaction affects the user's perception of the app as easier to use
Item Type: | Skripsi |
---|---|
Subjects: | Pendidikan > Efektivitas Pembelajaran Pendidikan > Media Pembelajaran Pendidikan > Metode Pembelajaran |
Divisions: | Pascasarjana > Thesis > Tadris Bahasa Inggris |
Depositing User: | S1 12510194005 SAUSAN NAFIS AMIN |
Date Deposited: | 25 Sep 2022 04:41 |
Last Modified: | 25 Sep 2022 04:42 |
URI: | http://repo.uinsatu.ac.id/id/eprint/30887 |
Actions (login required)
View Item |