Maqfirotika, Laila (2024) Utilizing an Interactive Gamification Strategy for Enhancing Students' Speaking Skill. Undergraduate thesis, Universitas Islam Negeri Kiai Haji Achmad Shiddiq Jember.
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Abstract
Speaking is an essential skill that students must master when learning a language. However, many students struggle to improve their speaking skills. After conducting a preliminary study, the researcher found several problems including student’s limited speaking skills. This study is to overcome that problem, by introducing Gamification through Wordwall game as an interactive strategy to improve students’ speaking skills. The Wordwall game was chosen because it is interactive, interesting, and align well with students’ needs and interests.
Based on these considerations, the research question formulated in this research is, “How can Gamification in interactive strategy enhance students’ speaking skill?" This research aims to enhance students’ speaking skill with the use of Gamification in interactive strategy for English Language Teaching among students at the Grade Tenth F of MAN 2 Probolinggo.
This research was conducted using Classroom Action Research (CAR) adopted from Kemmis and Mc Taggart. The CAR design in this research was collaborative, involving both the researcher and the English Teacher. The participants of this research were tenth-grade F students. The study was carried out over two cycles; each cycle consisted of 2 meetings and 1 post-test to assess student progress. The data were collected using speaking test as the primary data to collect students’ speaking scores, teacher’s interview, teacher’s fieldnote, students’ questionnaire, and classroom observation sheet as the secondary data to gather comprehensive insight from both teacher and students.
The result of the study indicated that the implementation of Wordwall game as an interactive Gamification strategy significantly improved the students’ speaking skills. The results of the students' speaking test in cycle 1 showed an improvement compared to the pre-test. In cycle 1, the average score of the students increased to 66.66, with 10 out of 21 students or 47.61% achieving the minimum mastery criterion (KKM) of 70. However, 11 students or 52.39% had not yet reached the KKM. In cycle 2, the test results showed a significant improvement. A total of 19 out of 21 students or 90.47% achieved the KKM, with the class average score increasing to 86.66. Only 2 students or 9.53% had not yet reached the KKM. Thus, there was an increase of 42.86% in the number of students meeting the KKM from cycle 1 to cycle 2, indicating a substantial improvement in the students' speaking skill. So, the use of Wordwall game as an interactive Gamification strategy enhanced students’ speaking vocabulary, pronunciation, grammar, fluency, and comprehension.
Key Words: Students’ Speaking Skill, Gamification, Classroom Action Research
Item Type: | Thesis (Undergraduate) |
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Subjects: | 13 EDUCATION > 1301 Education Systems > 130106 Secondary Education |
Divisions: | Fakultas Tarbiyah dan Ilmu Keguruan > Tadris Bahasa Inggris |
Depositing User: | LM Laila Maqfirotika |
Date Deposited: | 16 Dec 2024 06:23 |
Last Modified: | 16 Dec 2024 06:23 |
URI: | http://digilib.uinkhas.ac.id/id/eprint/37791 |
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