Using Scrabble as a Gamification to Enhance Students’ Motivation and Vocabulary Acquisition: Teachers’ Perspective
Technology has aided in the development of learning media with a variety of media creations as media for students to be more engaged in learning to use a laptop or smartphone with Android capability by installing the application in question. In this study, the use of games or gamification applicatio...
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| Format: | Article |
| Language: | English |
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Program Studi Pendidikan Bahasa Inggris Fakultas Keguruan dan Ilmu Pendidikan Universitas Tidar
2023-04-01
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| Series: | Metathesis: Journal of English Language, Literature, and Teaching |
| Subjects: | |
| Online Access: | https://journal.untidar.ac.id/index.php/metathesis/article/view/150 |
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| _version_ | 1849764008251359232 |
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| author | Sholihatul Hamidah Daulay Devika Adelita |
| author_facet | Sholihatul Hamidah Daulay Devika Adelita |
| author_sort | Sholihatul Hamidah Daulay |
| collection | DOAJ |
| description | Technology has aided in the development of learning media with a variety of media creations as media for students to be more engaged in learning to use a laptop or smartphone with Android capability by installing the application in question. In this study, the use of games or gamification applications in learning English, specifically digital scrabble games, is discussed. This study attempts to investigate the use of scrabble to support students' motivation and vocabulary acquisition based on teachers' perspectives. The subjects for this research were 12 (twelve) English teachers of North Sumatera. In conducting this research, the researcher used the case study methodology. The data were collected through an open questionnaire requiring a lengthy response from the respondent and a closed questionnaire with an alternative answer decided by the questionnaire's creator, namely yes or no. The results showed that, in accordance with the teachers' perceptions, utilizing scrabble can motivate students to study because they become interested, feel challenged while using it, and want to keep playing. Due to the students' ability to learn and assimilate new words through scrabble, their vocabulary acquisition also enhanced. |
| format | Article |
| id | doaj-art-dba18cbe95fc4913acabb6d7f7b43335 |
| institution | DOAJ |
| issn | 2580-2712 2580-2720 |
| language | English |
| publishDate | 2023-04-01 |
| publisher | Program Studi Pendidikan Bahasa Inggris Fakultas Keguruan dan Ilmu Pendidikan Universitas Tidar |
| record_format | Article |
| series | Metathesis: Journal of English Language, Literature, and Teaching |
| spelling | doaj-art-dba18cbe95fc4913acabb6d7f7b433352025-08-20T03:05:15ZengProgram Studi Pendidikan Bahasa Inggris Fakultas Keguruan dan Ilmu Pendidikan Universitas TidarMetathesis: Journal of English Language, Literature, and Teaching2580-27122580-27202023-04-017111610.31002/metathesis.v7i1.150150Using Scrabble as a Gamification to Enhance Students’ Motivation and Vocabulary Acquisition: Teachers’ PerspectiveSholihatul Hamidah Daulay0Devika Adelita1Universitas Islam Negeri Sumatera UtaraUniversitas Islam Negeri Sumatera UtaraTechnology has aided in the development of learning media with a variety of media creations as media for students to be more engaged in learning to use a laptop or smartphone with Android capability by installing the application in question. In this study, the use of games or gamification applications in learning English, specifically digital scrabble games, is discussed. This study attempts to investigate the use of scrabble to support students' motivation and vocabulary acquisition based on teachers' perspectives. The subjects for this research were 12 (twelve) English teachers of North Sumatera. In conducting this research, the researcher used the case study methodology. The data were collected through an open questionnaire requiring a lengthy response from the respondent and a closed questionnaire with an alternative answer decided by the questionnaire's creator, namely yes or no. The results showed that, in accordance with the teachers' perceptions, utilizing scrabble can motivate students to study because they become interested, feel challenged while using it, and want to keep playing. Due to the students' ability to learn and assimilate new words through scrabble, their vocabulary acquisition also enhanced.https://journal.untidar.ac.id/index.php/metathesis/article/view/150gamification, scrabble, students’ motivation, vocabulary acquisition |
| spellingShingle | Sholihatul Hamidah Daulay Devika Adelita Using Scrabble as a Gamification to Enhance Students’ Motivation and Vocabulary Acquisition: Teachers’ Perspective Metathesis: Journal of English Language, Literature, and Teaching gamification, scrabble, students’ motivation, vocabulary acquisition |
| title | Using Scrabble as a Gamification to Enhance Students’ Motivation and Vocabulary Acquisition: Teachers’ Perspective |
| title_full | Using Scrabble as a Gamification to Enhance Students’ Motivation and Vocabulary Acquisition: Teachers’ Perspective |
| title_fullStr | Using Scrabble as a Gamification to Enhance Students’ Motivation and Vocabulary Acquisition: Teachers’ Perspective |
| title_full_unstemmed | Using Scrabble as a Gamification to Enhance Students’ Motivation and Vocabulary Acquisition: Teachers’ Perspective |
| title_short | Using Scrabble as a Gamification to Enhance Students’ Motivation and Vocabulary Acquisition: Teachers’ Perspective |
| title_sort | using scrabble as a gamification to enhance students motivation and vocabulary acquisition teachers perspective |
| topic | gamification, scrabble, students’ motivation, vocabulary acquisition |
| url | https://journal.untidar.ac.id/index.php/metathesis/article/view/150 |
| work_keys_str_mv | AT sholihatulhamidahdaulay usingscrabbleasagamificationtoenhancestudentsmotivationandvocabularyacquisitionteachersperspective AT devikaadelita usingscrabbleasagamificationtoenhancestudentsmotivationandvocabularyacquisitionteachersperspective |