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CRITICAL JOURNAL REVIEW

Dosen Pengampu:

Tiara Syilvia S.s,Mpd

Disusun oleh :

1. Muhammad Zulfakhri Sinaga

2. Noer Azizah S.R.A

3. Ofelisia Kesita

4. Ridzwan A. Munthe

Technical English

Teknik Telekomunikasi dan Navigasi Udara

T.A. 2023/2024
Foreword

We offer all our praise and gratitude to God Almighty for bestowing His grace and
guidance upon us, so that we can complete this Critical Book Review assignment well to
fulfill the assignment for the English Engineering course. We would also like to thank
those who have helped us complete this article, especially the lecturer Mrs. Tiara Sylvia.

Apart from all that, I am fully aware that there are still shortcomings and errors
both in terms of sentence structure and grammar. Therefore, with an open heart we accept
all suggestions and criticism from readers so that we can correct our mistakes in the future.

Medan, 28 November 2023

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LIST OF CONTENTS

Foreword..........................................................................................................................2

DAFTAR ISI ......................................................................................................................3

PIG I INTRODUCTION

A. BACKGROUND............................................................................................................4

B. JOURNAL IDENTITY..................................................................................................4

PIG II ARTICLE SUMMARY

A.JOURNAL INTRODUCTION......................................................................................5

B. LITERATURE REVIEW..............................................................................................5

PIG III DISCUSSION

A. METODE....................................................................................................................6

B. FINDING AND
RESULT...........................................................................................................................6

PIG IV CLOSING

A. CONCLUSION……………………………………………………………………..8
B. SUGGESTION……………………………………………………………………...8

BIBLIOGRAPHY......................................................................................................9

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PIG I

INTRODUCTION

A. Background
Talking about English will never end from time to time. because English is an
international language that is always used in various parts of the world. With English we
can communicate with people of different ethnicities and other countries.
Many people learn English in various ways, not infrequently they spend quite a lot of
money to learn English or can be self-taught in order to improve their English skills.
because many people study formally or the knowledge gained from school is not enough
to increase their skills in English.
For this reason, learning English can be more enthusiastic and understand better by
using gamification. Gamification is an approach to learning using elements in games or
video games which aims to motivate students in the learning process by maximizing fun
and excitement in it. In this case, gamification is used in learning or teaching Physical
Education. This means that learning English is not monotonous and rigid in one way but
in various ways to better understand English among the wider community, so that
people can get to know and know more about the importance of English in everyday
life.

B. Journal Identity
Title : improving students’ motivation in learning english
through gamification
Journal name : Jurnal Pendidikan Bahasa Inggris Undiksha
Published edition : Volume 11, number 1, 2023
Author : Tasya Amalia, Dian Inayati and Aita Marini
Publisher : Undiksha
Published in : Bali
Year of release : may 11, 2023
Issn : 2614-1906
Site address :
https://ejournal.undiksha.ac.id/index.php/JPBI/article/view/63332/26536

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PIG II

ARTICLE SUMMARY

A. Journal introduction

In the event of world pandemic of COVID-19, emergency remote learning settings


have become normalized in Indonesia and it has affected students’ motivation in learning.
Educators around the world have found a way to enhance students’ motivation through
gamification

The covid-19 pandemic struck and changed every aspect of humans’ lives. The
pandemic has changed the entire institute of education. An emergency remote learning was
quickly conducted without a thorough preparation

With an unsupportive learning environment and a lack of social interactions,


students’ motivation was severely affected. This problem occurred due to factors such as,
students’ health condition (back pain, eyesight fatigue, headaches), learning environment
issues (household chores from parents and bad signal from Wi-Fi), and economical
problems (availability of gadgets and credits for internet data)

B. Literature Review

This journal discusses how games can influence students' motivation to learn
English. Because of the covid pandemic, the quality of teaching and learning activities
decreases. Many parents complain that their children are getting lazy because teaching and
learning activities are too free, so to correct this bad habit, learning activities can be carried
out in a more enjoyable way so that students can slowly adjust to learning activities, one of
which is by learning through games. Apart from reducing the quality of teaching and
learning, there are other things that reduce students' motivation to learn, namely economic
problems, health conditions and the economic environment

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PIG III

Explaination

A. Methods

In writing this journal, the author used quantitative and qualitative methods
through surveys conducted by students who took part in learning with gamification.
The research was carried out for 6 weeks and was carried out during the teaching
and learning process. Researchers did this through two cycles because the first
cycle was not successful.

In collecting data, qualitative and quantitative methods were used. The


results are used as quantitative data with intrinsic and extrinsic motivation sub-
dimensions. Observation and interview data were analyzed using descriptive
statistics. The results were analyzed by determining the average score for each item
and the standard deviation. Furthermore, the level of student motivation will be
categorized into classifications of student motivation levels, namely very low, low,
high and very high levels

B. Finding and Results

The results of this research show something better than previous events.
Where 8th grade students who lack enthusiasm for learning change for the better.
Students become more enthusiastic when studying, making them understand the
lesson better.
The research results were obtained after going through two cycles plus one
step, namely plan revision. The first cycle was created based on observations of
existing problems. The cycle was carried out in 3 meetings. After going through
several considerations, the researchers added more platforms to make the class
atmosphere more interactive.

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After seeing the results of the first cycle, researchers plan to utilize the
game-based learning platform not only for assessment activities but also to
incorporate material into the game. The results of the level of student motivation in
cycle 2 were 100%, the level of student motivation increased, namely 77.78% high
and 22.22% very high, meaning they were more enthusiastic in participating in
activities that required imagination and creative thinking, and students were more
interested in the type of game-based learning platform. interactive.

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PIG IV
Closing

A. Conclusion
Motivation is one thing that plays a very important role in learning. Having
good motivation will make students understand learning more quickly.
Gamification is one way to increase learning motivation. Because gamification can
make students fresher than external burdens that make students less focused.
Gamification is a method that makes learning more fun. It is proven through
the survey above that almost all students are better at receiving learning. However,
Gamification creates new problems, namely drowning out the voices of students
who are used to living in peace and making them insecure about the situation.

B. Suggestion
1. Suggestions for this article are that it can be analyzed by comparison, age
range so that the comparison can be known to what age can be used this
methods
2. Suggestion for this article so that it can be widely realized
3. Suggestions for this article are to be able to write down the causes of the
success rate not reaching 100% so that further analysis can be carried out in
order to achieve the best results

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BIBLIOGRAPHY

Adnyani, KEK, Adnyana, IW, Murniasih, NN, & Suwastini, NKA (2022).
Menerapkan Kahoot! untuk pembelajaran bahasa Jepang di SMA Indonesia.
Jurnal Teknologi Pendidikan, 6(2), 217–225.
Agung, ASN, Surtikanti, MW, & Quinones, CA (2020). Persepsi Mahasiswa
Terhadap Pembelajaran Daring di Masa Pandemi COVID-19: Studi Kasus
Mahasiswa Bahasa Inggris STKIP Pamane Talino. SOSHUM: Jurnal Sosial
Dan Humaniora, 10(2), 225–235.
Al-Shawi, MA (2014). Menggunakan Strategi Permainan untuk Memotivasi Siswa
Mempelajari Kosakata Bahasa Inggris Baru-Unduh Gratis PDF.
AMARABAC: Jurnal Akademi Sains dan Teknologi Arab Amerika, 5(12),
137–146.

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