Professional Documents
Culture Documents
I
3.3.1. Close-ended questions ............................................................................................17
3.3.2. Open-ended questions ............................................................................................17
3.4. Data Collection and Analysis .........................................................................................18
3.4.1. Data Collection........................................................................................................18
3.4.2. Data Analysis ..........................................................................................................18
Bibliography ...................................................................................................................................19
II
Chapter I
Introduction
1.1. Research Background
English vocabulary acquisition is essential for pupils in rural locations to strengthen their
language skills. Nevertheless, numerous children residing in these regions face difficulties in
attaining an adequate vocabulary as a result of the insufficient focus on English language
instruction in their basic educational establishments. Conventional approaches to learning
new words are frequently seen as inefficient and tedious, resulting in challenges for these
learners. Mobile learning software, also known as apps, that specifically aim to enhance
vocabulary have become increasingly popular as a means of mobile-assisted language
learning. Research has indicated that tailored mobile applications guided by educators can
enhance students' scholastic achievements and educational results.
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Chapter II
Literature Review
revealing their favorable opinions towards language learning applications but recognizing
specific limitations
children's environment and motivate pupils to achieve real learning goals in the study of a
concrete subject.
The most relevant and mostly positive features of gamification in the educational process are
the following:
A positive background, fun.
An instant feedback.
The complicating and increasing number of the game tasks.
A rapid development of game skills, tactics, mastery.
The availability of clear indicators of progress (balls, points, presence of a leader, etc.).
Strengthening and development of social ties.
The dynamic moderation, and management of the process participants.
The modern education system corresponds to technological progress. A distance
education, personalization, gamification, interactive textbooks, learning through video games
are five educational trends reported by “Forbes” but four of ones belong to gamification
(Levin, 2011). Gamification is a way of influencing onto human behavior based on the use of
game elements. Transforming experience by virtue of games, gamification overcomes social
and psychological limitations, which allows the human potential release. In order to name
process as gamified, it must contain 4 characteristics identified by Jane McGonigal (2011):
clearly defined goals provide motivation to participate in a game; logical and consistent rules
that fix limits and frameworks for achieving of goals; a stable feedback system that ensures
achievement of goals but players follow the rules; voluntary consent to participate in game
and follow the rules to achieve the goal.
At the core of gamification lies the idea of using a game approach to make teaching
and learning more interesting. Many teachers saw a potential of gamification in
complementing and expanding the traditional learning opportunities. But if we deal with this
phenomenon seriously, we can find such unique learning opportunities as involvement into
the learning process, high motivation, autonomy and a personal sense content (Kelberer
2014). Thus, gamification is not the creation of a full-fledged game, but only the use of certain
elements. This creates more compliance with the desired goals. In other words, due to a game
boring task become interesting, desirable, and difficult become simple.
Gamification is a way of influencing on pupils. The real value of gamification is that game
principle contributes to creation of a meaningful learning experience. Russian researches
investigated the specifics and features of a game and game activity in the process of education
and upbringing. They concluded: "A game technology that is used in the educational process,
we recognize extremely effective, universal, easily reproducible, suitable for any academic
discipline and solves almost all developmental and educational tasks" (Igna, 2011).
Educational games should be built with the aim of accommodating many learning
styles, thereby meeting a broad spectrum of requirements and interests. Emphasize the
importance of adaptivity in the design of instructional games (Avila & Fonseca, 2021; Turkay
& Adinolf, 2015). This pertains to the games' capacity to consider the knowledge, objectives,
and prerequisites of learners in order to captivate diverse user groups. To effectively handle
diverse instructional materials, it is imperative to take into account motivational,
pedagogical, and cognitive aspects. Integrating gamification into an educational setting can
significantly boost student engagement and encourage greater participation in activities by
stimulating curiosity, interaction, competitiveness, and cooperation. Resilience and
constructive feedback are crucial elements for effectively carrying out an educational
activity. These factors contribute to maintaining engagement by allowing learners to engage
in self-evaluation of their knowledge and abilities, and by creating an environment that
recognizes and rewards diligence and consistency, rather than just mastery (Avila & Fonseca,
2021).
The advantages of integrating gamification into an educational setting. The article
discusses the benefits of stimulating curiosity, interaction, competitiveness, and cooperation
in order to increase student engagement and participation in activities. The paragraph
emphasizes the importance of resilience while dealing with failure and the importance of
receiving proper feedback. These factors contribute to maintaining student engagement,
promoting self-assessment, and fostering an environment that prioritizes consistency and
perseverance rather than mastery.
had a substantial positive impact on their ability in English vocabulary. A recent academic
publication emphasized the wide range of vocabulary acquisition techniques utilized by
individuals learning a second language, with the most successful approaches being those
acquired through the instruction and assistance of teachers.
Several studies have examined various methods and strategies to improve the process
of acquiring vocabulary in language acquisition. Nation's (2011) study emphasized the need
of extensive reading, targeted vocabulary instruction, and regular exposure to concepts in
different contexts. Furthermore, studies have highlighted the effectiveness of using
multimedia resources, such as movies, audio recordings, and interactive activities, to enhance
the process of learning new words in language teaching.
with contemporary educational trends that emphasize interactive and dynamic approaches.
Through the utilization of gamification, educators may optimize the efficacy and productivity
of vocabulary training, hence creating a more captivating and enduring learning encounter for
students.
2.5. Learning Media: The Role of Educational Technology
In their study, Pratama et al (2020) found that participants saw the integration of
gamification into education as a noteworthy breakthrough. The study has also found that the
motivation and interest of students have a substantial influence on their academic
performance. Students that demonstrate a profound desire and motivation to acquire
knowledge are also capable of attaining exceptional academic performance. Gamification in
the classroom effectively engages students' attention and concurrently increases their level
of participation. To summarize, previous studies have shown that the integration of
gamification in education has elicited positive reactions from students.
immersion in the language. In order to cultivate student involvement and enthusiasm in the
process of learning, it is crucial to establish a language class that is thought-provoking,
pleasurable, easily understandable, and fascinating. Developing a wide range of vocabulary
is crucial for acquiring competency in a language, as one's language skills are directly
influenced by their understanding of words and phrases. Even a beginner possesses
proficiency in the English language. The importance of acquiring vocabulary in language
learning is highlighted, recognizing that one's ability in a language is intimately linked to
their understanding of vocabulary. The imperative to arrange language courses that are
engaging, pleasurable, easily approachable, and compelling is highly pertinent, particularly
for those with minimal proficiency in English. 2
pedagogies for digitalized education require teaching approaches that can readily adapt to
enable ongoing learning in many environments (Kearney et al., 2019). Social constructivism
has offered theoretical backing for digital education by enabling the systematic assistance
and guidance of knowledge acquisition (Berge, Z.L., & Muilenburg, 2013; Jie et al., 2020).
Utilizing technology in education facilitates a pedagogical approach that prioritizes student
engagement and active learning by emphasizing inquiry-based skills. This approach is
recommended for digital education, as depicted in Figure 3 of the discourse (Pedaste &
Sarapuu, 2006).
Digital education integrates mobile technology with comprehensive knowledge
across multiple domains, including technological skills, pedagogies, and subject areas
(Mishra & Koehler, 2006). Cochrane (2014) began mobile Web 2.0 education initiatives,
emphasizing the importance of clear technological and pedagogical guidelines in the
application of mobile pedagogy. Kearney et al. (2019) identified possible disruptions in the
utilization of mobile educational approaches. The main focus of mobile learning and
pedagogy research is the incorporation of technology and the implementation of blended
learning approaches in education (Crompton et al., 2019). Bano et al. (2018) highlighted that
a comprehensive exploration and rigorous testing of educational opportunities would be
incomplete if the evaluation did not include more participants. There is a lack of
comprehensive understanding in digital education regarding its interconnected issues.
Chapter III
METHOD
3.2. Participant
The population for this particular study comprises first-year students enrolled during the
academic year 2022/2023 at SMPI Parung, located in Parung, Bogor. The population
encompasses eight classes, totaling approximately 256 student. The research employed
purposive sampling as the technique for selecting the sample. According to Arikunto (2010),
defined purposive sampling is the process of selecting the subject based on the particular
purpose within the defined population sharing similar characteristics. Through purposive
sampling, the researcher can ensure that the selected sample is representative and provides
an accurate representation of the overall population. In this particular study, the researcher
exclusively selected one class, specifically 7.2, which consisted of approximately 32
students, including 15 males and 17 females.
The rationale behind selecting junior high school students as participants stems from their
typically higher proficiency in utilizing technology, particularly in comparison to younger
students. This greater technological familiarity among junior high school students can
significantly influence their perspectives and attitudes towards using mobile games and
devices for educational purposes. The research question is "What is the impact of using
gamification on the acquisition of English vocabulary skills among seventh-grade students
at SMP Parung in Bogor?". To achieve this, the students will be given a questionnaire at the
end of using the application. It is important to note that informed consent will be obtained
from the school administration and the student's parents or guardians. Moreover, ethical
guidelines will be adhered to throughout the study to ensure the safety and protection of the
participants. By employing this methodology, the study will gather quantitative data that will
provide insights into the effectiveness of game-based learning for vocabulary acquisition.
3.3. Instrument
This research utilizes a questionnaire to obtain the answer to the research question. The
questionnaire was derived from research conducted by Bambang that studies the students’
perceptions of using games called Bamboozle in learning vocabulary. The researcher found
that the existing questions were appropriate, but some adjustments needed to be made so that
the questions fit the context of the research.
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No. Question
No. Questions
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