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“gamification”

4 referensi ditemukan
REPOSITORY PAIindonesia2024

PENGARUH PENGGUNAAN MODEL PEMBELAJARAN GAMIFICATION TERHADAP MINAT BELAJAR SISWA KELAS XI PADA MATA PELAJARAN PENDIDIKAN AGAMA ISLAM DI SMAN 3 KOTA BEKASI

Muliawati, Indah Shaum · Universitas Islam 45 / UM Indonesia

Penelitian ini menggunakan metode kuantitatif jenis penelitian eksperimen semu (Quasi Eksperimen). Subjek penelitian berjumlah 391 siswa kelas XI di SMAN 3 Kota Bekasi. Pengambilan data menggunakan 2 kelas yang dibedakan menjadi kelas kontrol dan kelas eksperimen, kelas kontrol berjumlah 30 siswa dan kelas eksperimen berjumlah 30 siswa. Analisis penelitian d…

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JOURNAL Umuminternational2021

Using gamification to teach and engage students in the act of summary writing

Quang C Ly · DOAJ Open Access Articles

This study uses the concept of gamification to engage first-year students in the act of summary writing. The researcher argues that writing instructors should consider ways to gamify concepts in their curriculum to bring novelty and active involvement to course materials. The researcher uses Robson et al.’s (2015) mechanics, dynamics, and emotions framework …

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REPOSITORY Umuminternational2026

Students' Perceptions of Mobile-Assisted Grammar Learning: A Pilot Study of HSC Students in Dhaka, Bangladesh

Tanvir Mostafa · Zenodo Open Repository

<p>This pilot mixed-methods study examined Higher Secondary Certificate (HSC) students' perceptions of mobile applications for English grammar learning in Dhaka, Bangladesh. Most participants perceived grammar-learning apps as engaging, easy to use, and motivating. Interactive exercises, gamification, user-friendly interfaces, and immediate feedback we…

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REPOSITORY Umumindonesia2025

Analisis Penggunaan Gamifikasi Untuk Meningkatkan Kemampuan Anggota Komunitas Belajar Bahasa Dalam Menulis dan Memproduksi Kalimat Present Tense

Putri, Mentari Taruni · Universitas Islam 45 / UM Indonesia

This study aims to analyze the results of using gamification methods to enhance the ability to produce present tense sentences in a language learning community. The use of gamification methods in this study represents an innovative approach that is effective in increasing student engagement, ability, and active participation through the incorporation of game…

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