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Thesis DRAFT
Thesis DRAFT
R
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Witten By
MURAH HARFANI BATUBARA
0333204001
murahharfanibatubara@uinsu.ac.id
2021
ACKNOWLEDGEMENT
Cover
Acknowledment………………………………………………………………………………
Table Content…………………………………………………………………………………
CHAPTER I………………………………………………………………………………….
Introduction………………………………………………………………………………….
a. Background of the Problem………………………………………………………………
b. Identification of the Problem…………………………………………………………….
c. Formulation of the Problem………………………………………………………………
d. Objective of the Study…………………………………………………………………
CHAPTER II………………………………………………………………………………….
Review of literature……………………………………………………………………………
CHAPTER III
a. Research Design………………………………………………………………………….
b. Population and Sample…………………………………………………………………..
c. Operational Definition of Variable………………………………………………………
d. Research Instrument……………………………………………………………………...
e. Technique of Collecting Data…………………………………………………………….
f. Technique of Data Analyzing…………………………………………………………….
References…………………………………………………………………………………….
UTILIZATION OF DUOLINGO TO ENHANCE MIDDLE SCHOOL STUDENTS’
VOCABULARY AND MOTIVATION IN EFL LEARNING
CHAPTER I
INTRODUCTION
The growing of mobile application like smartphone, tablets, gadget, iPhone, iPad, laptop
has influenced the way of people in learning, (Orlando, 2015). Nowadays mobile is becoming
basic need for us. Not only for communication but mobile becoming a tool for some people to
learn something, all information easily we can get by using mobile. Nowadays not only adult has
mobile but also kids already familiar with this. Some applications are easily download from play
store based on our need.
In some cases mobile technology are used at school to extend learning in the classroom.
The learners are able to take their own decision about the way to study the second language ,
(Dernikos & Goulding, 2016). This situation is different from some schools in Indonesia some
school institution does not allow their students to wear their mobile while study, they just can use
it whenever their teacher give permission to use it. But even they don’t allowed to bring their
mobile, most are still breaking. It is like difficult to do this because they born in millennial era.
As the teacher who teach millennial students in the era of technology, it is impossible to
prohibit students to have interaction with their mobile, but how we guide them to use their
mobile to get knowledge. They must know that from one tool that they have they can get
everything they want. Our duty as their teacher how we change their mindset that we can also
learning by using this. Even it is through game. There are some applications of game based
learning that they can use especially in learning second language, (Xu et al., 2020)
This becoming a challenge for EFL teachers how they motivate their students to be
constantly learning language even they do not in the same place with them. English teacher
should be creative here. What application their students must learn to enhance their knowledge in
English and how to make them interested learning English without teacher beside them to control
their learning process.
Nowadays in the era of technology almost everyone has their own handheld mobile
devices. By using mobile devices, it is easily for us to interact with people from anywhere in the
world with internet access. In a short time, people from different places can easily get
information and chat with others .The term of “mobile” showing the “mobility” or the ability to
move easily and freely from one place to another. Mobile learning refers to the implementation
of mobile devices in any branch of study. That’s why many of English language practitioners try
to use this in order to make expansion in learning language. Mobile technology features such as
the portability and information accessibility plays a major role in the enhancement of English
language teaching and learning (Khalitova & Gimaletdinova, 2016)
Nowadays almost middle school students have their own mobile. Most of their time
spend with their own mobile. So many applications they have, game is becoming one of
entertainment application they like most (Di Paola et al., 2019). It can be a reason for language
teacher to make revolution in learning by using mobile game application.
Duolingo as an interactive mobile game application can be a choice to the teachers and
learner, how in this situation the teaching learning process of EFL can be useful and helpful even
it is for teacher or students itself. Here the students are force to build their own motivating in
learning English vocabulary with astronomically. How they can enjoy learning EFL with their
mobile. How this mobile game application can give a good outcome for them in learning
English.
2. Research Novelty
Concerning many research related to mobile game application show many impact on EFL
vocabulary leaning and various research methods are used, and most of interest reported the
advantages of gamified vocabulary , that’s involved the performance of improvement in
learning experience (Xu et al., 2020)(Wu & Huang, 2017)(Wong et al., 2020)
Based on the scope and limitation of this research, the problems are formulated as the
following:
How effective is Duolingo as an interactive Digital Game Based Language Learning application
in to enhance middle school students’ EFL Vocabulary?
REVIEW OF LITERATURE
Duolingo is one of Digital Game Based Language Learning (DGBLL) applications. DGBLL focus
“the use and design of a diverse array of digital games for learning or teaching purpose on a second or
foreign language” (Sri Redjeki, Indah; Muhajir, 2020). Edutainment that is defined as “a hybrid mix of
education and entertainment that relies heavily on visual material, on narrative or game-like formats,
and on more informal, less didactic styles of address is prevalent in Duolingo (Kondo et al., 2012).
Following an adaptive digital game based learning framework, three elements seem to be core to
edutainment design: Multimodal (interaction factors, multimedia elements and narrative), Task
(completion of challenge
Feedback and scoring system of this game will stimulate the learners’ motivations (Rice, 2015).
These factors are applied in a game environment can determine its success. Below we give examples of
how these elements manifest themselves in Duolingo: 1. Multimodal: a) sounds as an effects are given
in order completing the lesson and making correction in translations, b) visuals are shown as
implemented new vocabulary , c) audio for every word also presented in the sentences in L2 2. Task:
complete lessons, reach the highest level in each lesson 3. Reward and Feedback: showing an
achievements; badges awarded when users complete predetermined all actions, crown levels and
experience points both are awarded when the lessons is complete finish Multimedia elements are
abundant in Duolingo and language is delivered in different forms through audio, images and textual.
Nevertheless, narrative (referred to as storytelling), a commonly underlined element of multimodal
DGBLL is not found in Duolingo. A mystery or drama can keep players engaged in a game. The element
of this interaction In Duolingo is not present as learners are not introduced in a world, or even the
characters. In this game , we are asked to finish and complete all challenges, and if the challenges do
not complete yet it is impossible to continue to another level. Duolingo’s skill tree is clear and the
learner can see how many lessons are remaining until the completion of a skill. Even though, a recent
addition it we called with Crown levels does not showing information to the users regarding how far
they are from reaching the top crown level. This has caused frustration and discouragement amongst
users as it can be observed in the application’s forum
B. Duolingo
The current study investigates one specific language learning app, Duolingo, and explores its
effectiveness for L2 learning. Duolingo is a self-described free, science-based language education
platform, which was created by Luis von Ahn and Severin Hacker in 2011 (Robertson, 2011). Although
Duolingo is accessible to any web-enabled device via the Internet at https://www. duolingo.com/, its
biggest affordance is worldwide mobile access. The Duolingo app can be installed on mobile devices that
use iOS, Android, and Windows operating systems. Learner progress on different platforms can be
synced across devices. The program also includes features for interacting with both the program and
with other language learners.
Duolingo was chosen for this research because it is one of the most popular language learning
apps worldwide, and acessable via laptop or mobile device by download it in playstore, it claims to
promote L2 development, and it is available without a subscription fee. It should be noted that Duolingo
continues to modify its material, adding and deleting features ove
Duolingo makes claims about its effectiveness, based in part on Vesselinov and Grego’s (2012)
finding that for first language (L1) English speakers with some previous knowledge of Spanish, an
average of 34 hours of Duolingo usage covered the same material as a first college semester of Spanish.
Although they argued it would be fair to expect similar results across other languages, Vesselinov and
Grego cautioned that such a claim could not be made without further empirical support. Nevertheless,
Duolingo promotes as a primary selling point that it is more effective than a university language course
(a claim evidenced in founder Luis von Ahn’s discussion posting from 2013
[https://www.duolingo.com/comment/138340] and Duolingo’s promotional video [https://
www.youtube.com/watch?v=8OebgtUjLg4]). Although von Ahn recently stated that Duolingo works
better as a supplement to in-person formal instruction (“Interview with Duolingo founder Luis von Ahn,”
2016), Duolingo’s website still makes strong claims of its effectiveness (and even superiority) as a stand-
alone language learning experience (Duolingo, n.d.). In contrast, published accounts of Duolingo in
academic journals vary in their assessments. In a recent quasi-experimental study, Rachels and
Rockinson-Szapkiw (2018) investigated elementary school students learning Spanish through either face-
to-face instruction or Duolingo. After 40 minutes of exposure a week for 12 weeks, the two groups’
performance on grammar and vocabulary tests was not statistically different, leading Rachels and
Rockinson-Szapkiw to claim that Duolingo may be “an affordable, cost-effective option” for L2
instruction (p. 84). Similarly, Cunningham (2015) reviewed the program and concluded that
Duolingo offers a fairly convenient, free, and basic mobile learning application which contains
motivational DGBL [digital game-based learning] features that give it enough of an addictive edge for
many learners to stay engaged. However, its strict linear curriculum, lack of authentic language, and
limited assortment of activities prevent its full realization, relevance, and utility as a DGBL opportunity.
Based on the theory of active learning , whenever the students are more actively engaged with
the material, they are likely to learn more and show greater motivation to learn (Mayer, 2014; Rigby &
Ryan, 2011). If this theory is correct for this study, participants that learning with Duolingo would learn
more because the game requires more active interaction than simply watching a slideshow and they
would rate the learning experience higher on motivational measures. However, according to cognitive
load theory (Kirschner et al., 2018), if there is too much something not really important in material, it
will detrimental to student.
The Motivated Strategies for Learning Questionnaire (MSLQ) employs a socialcognitive view of
motivation and self-regulated learning (Pintrich 2003; Pintrich et al. 1991). According to the MSLQ
manual, the motivation section of the MSLQ consists of value, expectancy, and affective dimensions that
assess student goals and values for a course, their beliefs in their ability to succeed in a course, and their
anxiety about tests in a course (Pintrich et al. 1991). 2.2.1 Value dimension Intrinsic goal orientation
Learners with intrinsic goal orientation possess genuine interest in the learning process and aspire to
increase their knowledge of the subject matter (Dweck and Leggett 1988). Noels et al. (2000) argued
that intrinsic motivation refers to the motivation to engage in an activity because doing so is enjoyable
and fulfilling.
Learning motivation can be defined as the interest of people to get the benefit from meaningful
learning activities . There is substantial advantages that motivation will bring them positively outcomes
in education . The learners is motivated if the activity in learning process give meaningful and valuable
and try to gain from them. Meaning that the achievement of motivation is influences the lerners’
behavior until they get the goals that they want(Shin, 2018) (Latchanna & Dagnew, 2009) . In general,
motivation refers to the reason for a specific action, that is, it has the characteristics of inducing certain
behaviors, presenting a sense of direction and continuing it (Kim, 2004). In other words, it is the power
to initiate action, determine direction, and determine the persistence and intensity of action.
Motivation emphasizes the opinion that potential student behavior will depend on the
achievement of students as well as the value of the target goal. As for value, it is the belief of students
that they can participate in their class activities (Printrich, Schunk, & Meece, 2008). Brophy (1988) also
suggests that learning motivation is caused by various internal and external factors such as intellectual
curiosity, competitiveness, satisfaction, and reward, and it gives not only mere action but also the power
and direction of action.
The most basic way to classify the types of motivation is intrinsic motivation and extrinsic
motivation. In intrinsic motivation, the motive itself is associated with the rewarding activity, so it is not
the same as reward and punishment. It is distinguished from extrinsic motivation by external factors
(Pintrich & Schunk, 2001).
1. Value dimension
Intrinsic goal orientation Learners with intrinsic goal orientation possess genuine interest in the
learning process and aspire to increase their knowledge of the subject matter (Dweck and Leggett 1988).
Noels et al. (2000) argued that intrinsic motivation refers to the motivation to engage in an activity
because doing so is enjoyable and fulfilling.
Extrinsic goal orientation Extrinsic goal orientation describes learner interest in engaging in a
task because of factors other than personal factors, and reflects goals that are pursued as a means to an
end, with a focus on grades, rewards, competition, and achieving superior performance. Extrinsically
motivated behaviors are actions carried out to achieve a goal such as earning a reward or avoiding
punishment (Noels et al. 2000).
Task value refers to student evaluation of personal interest in the task in terms of importance,
essentially asking whether the task represents a suitable use of time (Pintrich et al. 1991). Researchers
have indicated that task value relates to the degree of personal interest a learner has in a given task and
includes beliefs about utility, relevance, and importance (Schunk 1991).
CHAPTER III
METHOD OF RESEARCH
A. Research Design
This study was use descriptive statistical quantitative research with quasi-experimental research
design. In quasi- experimental methods and procedures it is like make observation to an
experimental research, the condition and experiences lack of control .Quasi-experiment that was
used in this study is Quasi-Experiment : One group pretest-posttest, where one group measured
and observed before and after giving treatment
0 X 0
Pretest Treatment Posttest
Prestest is given to see the first condition of students’ vocabulary and motivation in learning
English, then the students will give the treatment by playing duolingo application, after the
treatment they will be given post test to see the effectiveness of duolingo as iteractive game
based learning to develop their EFL vocabulary and motivation in learning English
Before let them know about duolingo game the participants was given test to measure their first
condition in EFL vocabulary and motivation. The questionnaire also given to measure their first
motivation in learning English Vocabulary and motivation. Then the teacher explain to them to
download duolingo application in their mobile and how to log in the application and how to play
it everyday for two weeks they must play this game about 10 minutes at least.
Sample
To take the sample , this research is used random sampling technique. The sample become
participants in this research. The participants here were the person who gave the data about the
research.
D. Research Instruments
To collect the data in this research the writer used questionnaire that consist some questions in
pretest and posttest to measure their EFL Vocabulary and also a set questionnaire to measure their
motivation in learning English that will be given before and after giving treatment to the
participants.
This study was use descriptive statistical quantitative research with quasi-experimental
research design. In quasi- experimental methods and procedures it is like make observation to
an experimental research, the condition and experiences lack of control .Quasi-experiment that
was used in this study is Quasi-Experiment : One group pretest-posttest, where one group
measured and observed before and after giving treatment
The quantification of this research made in scoring system based on Likert scale. Bruce W.
Tuckman 1972 states that likert scale is five points scale which state the interval every digit is
same It is usually treated as an interval scale, but strictly speaking it is an ordinal scale, where arithmetic
operations cannot be conducted. There are pros and cons in using the Likert scale as an interval scale,
but the controversy can be handled by increasing the number of points (“The Likert Scale Analysis Using
Parametric Based Structural Equation Modeling (SEM),” 2016)
Based on that , therefore as guided in analyzing the data , the writer made her own scoring
system as the following:
Description Grade
Strongly agree 5
Agree 4
Neither agree or dis agree 3
Disagree 2
Strongly disagree 1
Finding t-value using Independent sample T-test and compare probability with the level of significant for
testing the hypothesis. After the score compute in SPSS version, and see the output of Independent
sample T-test and intrepete the output that if sig.(2-tailed) > (0.05), the researcher should accepted the
Ho but if sig.(2-tailed) < (0.05) so the researcher can reject Ho, it means His accepted T-test is calculate
to find the comparison of Control group and Experiment group. The researcher can be used hypothesis
test that is T-test test by using SPSS IBM 15Version calculation tool. Here is T-test test formula:
t Md
0=
SEmd
t0 : 1 st observation
Md : Mean of Differences
SEmd =
∑D
N
N is number of cases
SE SD D
MD=
√ N −1
To make us more clear the steps would be done in this research could be seen in the following
diagram
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