Students' cognitive, affective, and behavioral perceptions of the Quizizz towards their grammar skills in a business English training class at PT XL Axiata Tbk, Jakarta

Fatoni, Ligolita (2024) Students' cognitive, affective, and behavioral perceptions of the Quizizz towards their grammar skills in a business English training class at PT XL Axiata Tbk, Jakarta. Masters thesis, Universitas Pelita Harapan.

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Abstract

Penelitian ini menyelidiki persepsi siswa terhadap platform Quizizz dan dampaknya terhadap kemampuan tata bahasa mereka dalam kelas pelatihan Bahasa Inggris Bisnis di PT. XL Axiata Tbk. di Jakarta. Untuk mendorong pembelajaran bahasa yang efektif, terutama dalam kelas pelatihan Bahasa Inggris Bisnis, pendekatan pengajaran yang dinamis dan menarik sangat penting. Metode tradisional seperti ceramah dan latihan sering kali kurang memiliki antusiasme yang diperlukan untuk secara aktif melibatkan siswa dalam proses pembelajaran. Dengan menggunakan elemen berbasis permainan seperti hadiah, persaingan, dan umpan balik instan, gamifikasi menawarkan solusi potensial untuk meningkatkan keterlibatan dan hasil pembelajaran. Penelitian ini menggunakan pendekatan metode campuran, mengumpulkan data melalui kuesioner, wawancara, dan analisis dokumentasi. Sampel terdiri dari 47 siswa dari kelas pelatihan Bahasa Inggris Bisnis di PT XL Axiata Tbk. Jakarta. Temuan mengungkapkan bahwa Quizizz, sebagai platform gamifikasi, mempromosikan keterlibatan dan motivasi siswa dalam pembelajaran bahasa serta menyoroti potensi gamifikasi dalam pengajaran bahasa, khususnya dalam konteks kelas pelatihan Bahasa Inggris Bisnis. / This study investigated the students' perceptions of the Quizizz platform in a Business English training class at PT. XL Axiata Tbk. in Jakarta. To foster effective language learning, especially in a Business English training class, a dynamic and engaging teaching approach is crucial. Traditional methods like lectures and exercises often lack the enthusiasm required to actively engage students in the learning process. In using game-based elements like rewards, rivalries, and instant feedback, gamification offers a potential solution to boost engagement and enhance learning results. The study employed a mixed-methods design, collecting data through questionnaires, interviews, and documentation analysis. The sample consisted of 47 students from a Business English training class at PT XL Axiata Tbk. Jakarta. The findings have revealed that Quizizz, as a gamification platform, promotes student engagement and motivation in language learning and highlights the potential of gamification in language instruction, particularly in the context of a Business English training class.
Item Type: Thesis (Masters)
Creators:
Creators
NIM
Email
ORCID
Fatoni, Ligolita
NIM01669210064
leetaitem@gmail.com
UNSPECIFIED
Contributors:
Contribution
Contributors
NIDN/NIDK
Email
Thesis advisor
Santoso, Agus
NIDN0317086302
agus.santoso@lecturer.uph.edu
Uncontrolled Keywords: Quizizz; students' perceptions; grammar skills; Business English; gamification
Subjects: L Education > LB Theory and practice of education > LB1028.3 Educational techology
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology
Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology
Depositing User: Ligolita Putri Fatoni
Date Deposited: 16 Aug 2024 09:13
Last Modified: 16 Aug 2024 09:13
URI: http://repository.uph.edu/id/eprint/64975

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