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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Main Authors: Sholihatul Hamidah Daulay, Devika Adelita
Format: Article
Language:English
Published: Program Studi Pendidikan Bahasa Inggris Fakultas Keguruan dan Ilmu Pendidikan Universitas Tidar 2023-04-01
Series:Metathesis: Journal of English Language, Literature, and Teaching
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Online Access:https://journal.untidar.ac.id/index.php/metathesis/article/view/150
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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.
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publisher Program Studi Pendidikan Bahasa Inggris Fakultas Keguruan dan Ilmu Pendidikan Universitas Tidar
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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
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