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) |
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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 |