Paulus, Lidya Ocktaviani (2023) The implementation of gamification in English classroom to enhance students' vocabulary knowledge. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Lack of vocabulary knowledge becomes a struggle that the students face nowadays. In order to have a good language ability the students need to have good vocabulary knowledge. Once the students have a good vocabulary knowledge, they will be able to grasp the lesson, understand the teacher’s instructions and communicate with the teacher and friends better. However, the fact that happened in grade 11 and 12 in a private school in South Tangerang was that they had lack of vocabulary knowledge. As God’s ambassador that should bring a transformation, the writer realizes that one of the teacher’s roles in the classroom is as a guide. Therefore, in order to solve the problem, the implemented gamification in the teaching and learning process. The purpose of this study is to know how the implementation of gamification affects students’ vocabulary knowledge. The method being used to conduct the research is qualitative descriptive. The results is the implementation of gamification can help the students to enhance their vocabulary knowledge.
Keywords: Gamification, Lack of vocabulary, Vocabulary knowledge. "/" Kurangnya pengetahuan kosakata menjadi masalah yang dihadapi siswa saat ini. Untuk memiliki kemampuan berbahasa yag baik, siswa perlu memiliki pengetahuan kosakata yang baik. Dengan memiliki pengetahuan kosakata yang baik, siswa akan lebih mudah memahami pembelajaran, memahami instruksi-instruksi guru dan berkomunikasi dengan guru dan teman mereka dengan lebih baik. Namun, fakta yang terjadi di kelas 11 dan 12 di sebuah sekolah swasta di Tangerang Selatan adalah kurangnya pengetahuan kosakata. Sebagai duta Allah yang harus membawa transformasi, penulis menyadari bahwa salah satu peran guru di dalam kelas yaitu sebagai penuntun. Oleh karena itu, untuk menyelesaikan masalah yang terjadi, penulis menerapkan gamifikasi dalam proses belajar mengajar. Tujuan penellitian adalah untuk mengetahui bagaimana penerapan gamifikasi berpengaruh terhadap pengetahuan kosakata siswa. Metode yang digunakan untuk melakukan penelitian ini adalah deskriptif kualitatif. Hasilnya adalah pertama, penerapan gamifikasi dapat membantu meningkatkan pengetahuan kosakata siswa.
Kata kunci: Gamifikasi, Kurangnya kosakata, Pengetahuan kosakata.
Item Type: | Thesis (Bachelor) |
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Creators: | Creators NIM Email ORCID Paulus, Lidya Ocktaviani NIM01101200009 lidyapaulus3@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Recard, Michael NIDN0323059003 michael.recard@uph.edu |
Uncontrolled Keywords: | gamification; lack of vocabulary; vocabulary knowledge |
Subjects: | L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools |
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > English Language Education Current > Faculty/School - UPH Karawaci > Faculty of Education > English Language Education |
Depositing User: | Lidya Ocktaviani |
Date Deposited: | 16 Jan 2024 06:26 |
Last Modified: | 16 Jan 2024 06:26 |
URI: | http://repository.uph.edu/id/eprint/59364 |