STUDENTS' PERCEPTIONS AND ENGAGEMENT IN LEARNING ENGLISH WITH THE USE OF GAMIFICATION THROUGH WORDWALL EDUCATIONAL WEBSITE

This research explored students' perceptions and engagement toward using gamification in learning English through Wordwall educational website. Learning during the Covid-19 pandemic influenced students' motivation and engagement negatively. Thus, it is necessary to keep students feeling en...

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Main Author: Murni Mutmainah, - (Author)
Format: Book
Published: 2022-08-29.
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100 1 0 |a Murni Mutmainah, -  |e author 
245 0 0 |a STUDENTS' PERCEPTIONS AND ENGAGEMENT IN LEARNING ENGLISH WITH THE USE OF GAMIFICATION THROUGH WORDWALL EDUCATIONAL WEBSITE 
260 |c 2022-08-29. 
500 |a http://repository.upi.edu/81469/1/S_ING_1800653_Title.pdf 
500 |a http://repository.upi.edu/81469/2/S_ING_1800653_Chapter1.pdf 
500 |a http://repository.upi.edu/81469/3/S_ING_1800653_Chapter2.pdf 
500 |a http://repository.upi.edu/81469/4/S_ING_1800653_Chapter3.pdf 
500 |a http://repository.upi.edu/81469/5/S_ING_1800653_Chapter4.pdf 
500 |a http://repository.upi.edu/81469/6/S_ING_1800653_Chapter5.pdf 
500 |a http://repository.upi.edu/81469/7/S_ING_1800653_Appendix.pdf 
520 |a This research explored students' perceptions and engagement toward using gamification in learning English through Wordwall educational website. Learning during the Covid-19 pandemic influenced students' motivation and engagement negatively. Thus, it is necessary to keep students feeling engaged in English learning by maximizing the use of technology in the teaching and learning process, including applying the gamification system. However, it is rare to find research that discusses student engagement with the help of gamification through the Wordwall educational website. The qualitative action research was conducted in 2 cycles. Data were collected through observations and interviews which were analyzed narratively. The finding shows that 1) most of the students academically, behaviorally, cognitively, and affectively engaged in English learning after using gamification through Wordwall educational website, and 2) students perceived interest, utility, and difficulty variously between disengaged and engaged students. 
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