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Skripsi

The effect of gamification in duolingo app on improving the listening proficiency in english of the seventh graders / Umniyah Juman Rosyidah

Rosyidah, Umniyah Juman - Nama Orang;

Abstrak
Gamification is a technique that engages students in solving the non-game problems such as learning English. One of the applications implementing gamification is Duolingo App. Duolingo can be used and given to junior high school students as the first stage of students in learning English formally in class. This study aims to determine whether the use of gamification in Duolingo App will enhance English proficiency of seventh graders. This research uses quasi-experimental design with uses quantitative approach. The subject involved is SMPN 1 Jatiroto. The data is collected using test (pre-test and post-test) and observation (during the treatment) and analyzed using SPSS 26 App. The results show that the utilization of Duolingo App in experiment class can make the learning outcomes of experiment class is higher than control class and can increase the English proficiency of seventh graders. Therefore Duolingo App can be a future prospect media for instructors to increase English proficiency of seventh graders and the gamification can be one of principles or basics for technological learning media development. Because of the limitation occurring in this research the future research that involves another level of education media and experiment duration is needed so that the detail and more valid results to generalize to the entire population can be produced.


Informasi Detail
DDC
Rs 420.83 ROS e
Prodi
Universitas Negeri Malang. Program Studi Pendidikan Bahasa Inggris, 2022.
Deskripsi Fisik
xi, 69 lembar : il. ; 30 cm.
Bahasa
No Reg
06915/KI/22
Edisi
Skripsi (Sarjana)--Universitas Negeri Malang. 2022
Subjek
1. BAHASA INGGRIS - MENDENGAR - MODEL PEMBELAJARAN GAMIFICATION
2. ENGLISH - LISTENING - GAMIFICATION LEARNING MODEL

Pembimbing
1. Ekaning Dewanti Laksmi ; 2. Mirjam Anugerahwati
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