Investigating secondary school students' experience in pronunciation learning through mobile gamification application

fathiyah, fathiyah (2022) Investigating secondary school students' experience in pronunciation learning through mobile gamification application. Undergraduate thesis, uin khas kiai haji achmad siddiq jember.

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Abstract

ABSTRACT

Fathiyah, 2022: Investigating Secondary School Students’ Experience in Pronunciation Learning Through Mobile Gamification Application.
Keyword: mobile gamification application; students’ experience in pronunciation learning.

The application of mobile gamification apps-based technology assistance in language learning in the classroom, in the context of secondary schools, has received little attention. To fill this gap, this case study attempts to present the design and implementation of mobile gamification apps (Duolingo) in learning pronunciation. This can be seen in 1 the process of introducing the use of the Duolingo application in learning pronunciation 2 the process of collaborative activities in learning pronunciation using the Duolingo application of creativity development through group work. 3 the process of listening together in class with the help of media, namely laptops and also a sound system to hone their way of speaking to be better. 4 the process of making individual poems to see how far the students progressed while they were learning pronunciation using the Duolingo application.

The researcher utilized qualitative approach with case study design investigating secondary school students experience in pronunciation learning through mobile gamification application. Observation, interview, and document analysis were used in this study. The selected data in this study were only focused on students experience. This research applied supporting pictures as the method to build the trustworthiness of the study. After analyzing the data, the research findings found three emerging themes: the use of mobile gamification apps (Duolingo) in pronunciation learning helps students to understand more about how to distinguish between long vowels, short vowels, dipthongs and consonants in pronunciation as well and how their new experiences are after learning to use the Duolingo application.

The formulation of research questions of this study was “How can mobile gamification application mediate students to learn English pronunciation?” The research objective of this study was to to figure out how mobile gamification application can mediate students' pronunciation learning.

This study also exemplifies the potential use of mobile gamification apps in helping students improve their pronunciation and improve the quality of their speech. The pedagogical implication of this research is that mediating pronunciation learning using a visual and technology-based mobile gamification app (Duolingo) encourages students' involvement in the process of developing their pronunciation to become better speakers.

Item Type: Thesis (Undergraduate)
Subjects: 10 TECHNOLOGY > 1099 Other Technology > 109999 Technology not elsewhere classified
13 EDUCATION > 1301 Education Systems > 130106 Secondary Education
Divisions: Fakultas Tarbiyah dan Ilmu Keguruan > Tadris Bahasa Inggris
Depositing User: miss Fathiyah fathiyah
Date Deposited: 19 Dec 2022 01:53
Last Modified: 19 Dec 2022 01:53
URI: http://digilib.uinkhas.ac.id/id/eprint/15879

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