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ABSTRACT
The main focus of this research was to know the improvement of the students’ learning interest and achievement by using
gamification in learning English. The data were collected by asking the students to fill out the questionnaire before and after being
given the treatment and answer questions at pretest and posttest. The objective of this study was to find out whether the students’
learning achievement and interest had an improvement or not. This study was a pre-experimental research design. The population
of this research was the eleventh-grade students of SMA Negeri 1 Barru in 2022/2023 academic year. The total number of
populations was 363 students. In selecting the sample of the research, the researcher used cluster random sampling technique. XI
MIPA 3 was chosen as experiment class which consists of 28 students. The instruments of this research were questionnaire and
students’ achievement test. The questionnaire was assessed and analyzed to determine the students’ interest in learning English.
The result of the data analysis showed that the students’ learning interest could increase from 75.37 average score to 82.47 average
score after given the treatment. Meanwhile, students’ achievement test was assessed and analyzed to determine the students’
achievement. The result of the data analysis showed that the students’ achievement could improve after being given the treatment.
It was proved by the mean score in pretest was 55.35 improved to 81.42 in posttest. Then the correlation between students’ interest
and their achievement is not significant (rxy = 0.148 < 0.374).
ABSTRAK
Fokus utama penelitian ini adalah untuk mengetahui peningkatan minat dan prestasi belajar siswa dengan menggunakan gamifikasi dalam
pembelajaran bahasa Inggris. Pengumpulan data dilakukan dengan cara meminta siswa untuk mengisi angket sebelum dan sesudah diberikan
perlakuan dan menjawab pertanyaan pada saat pretest dan posttest. Penelitian ini bertujuan untuk mengetahui apakah prestasi dan minat
belajar siswa mengalami peningkatan atau tidak. Penelitian ini merupakan penelitian pra eksperimen dengan desain penelitian. Populasi
dalam penelitian ini adalah siswa kelas XI SMA Negeri 1 Barru Tahun Pelajaran 2022/2023. Jumlah total populasi adalah 363 siswa. Dalam
pemilihan sampel penelitian, peneliti menggunakan teknik cluster random sampling. XI MIPA 3 dipilih sebagai kelas eksperimen yang terdiri
dari 28 siswa. Instrumen penelitian ini adalah angket dan tes hasil belajar siswa. Kuesioner dinilai dan dianalisis untuk mengetahui minat
siswa dalam belajar bahasa Inggris. Hasil analisis data menunjukkan bahwa minat belajar siswa dapat meningkat dari skor rata-rata 75,37
menjadi skor rata-rata 82,47 setelah diberikan perlakuan. Sedangkan tes prestasi belajar siswa dinilai dan dianalisis untuk mengetahui prestasi
belajar siswa. Hasil analisis data menunjukkan bahwa prestasi belajar siswa dapat meningkat setelah diberikan perlakuan. Hal ini dibuktikan
dengan nilai rata-rata pada pretest 55,35 meningkat menjadi 81,42 pada posttest. Kemudian hubungan antara minat siswa dengan prestasi
belajar tidak signifikan (rxy = 0,148 < 0,374).
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If we talk about students’ interest, game is definitely in As a consequence of this pandemic which has
high list. Better learning occurs when students want to happened for almost 2 years causing many students
engage in activities because of a motivation to learn. are stressful to learn virtually. Many students lose their
That is where games come into the equation. Games spirits and interests to learn at their houses. They
can provide an emotional tie to our lesson and a reason prefer playing battle royale games instead of playing
to engage. If not overused, it can arise emotional brain teaser game. Then, it becomes the reason for
responses. Emotion increases attention and retention. researcher to conduct this research in one of favorite
When playing games, students become more engaged school on Barru Regency.
in their learning, taught content is reinforced and class
positivity is increased. Based on the observation that has been done by the
researcher in UPT SMA Negeri 1 Barru, it has showed
Gamification of education is a strategy for increasing that most of learners get trouble in finishing their
engagement by incorporating game elements into an assignments from their teachers since they are addicted
educational environment (Dichev and Dicheva, 2017). playing games than learning or doing their tasks. Thus,
The goal is to generate levels of involvement equal to it triggers the researcher to do research whether
what games can usually produce (Fardo, 2014). The applying gamification can increase students’ interest in
main goals of gamification are to enhance certain learning English or not at all.
abilities, introduce objectives that give learning a
purpose, engage students, optimize learning, support Based on the description and explanation above, the
behavior change, and socialize (Knutas et al. 2014; researcher the researcher formulated a research
Krause et al. 2015 and Borges et al. 2013). In conclusion, questions, as follows:
gamification of learning is an educational approach to 1) Is teaching by using Gamification able to increase
motivate students to learn by using video game design students’ interest in learning English?
and game elements in learning environments. 2) Is teaching by using Gamification able to improve
students’ learning achievement in learning English?
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3) Is there a correlation between students’ interest and 4) Lopes (2014) found that using game-thinking and
their learnig achievement in learning English by game mechanics to solve problems and engage an
using Gamification? audience derives from the intrinsic characteristic of
humans since early development stages. The
gamification in education is a pedagogical and
2. LITERATURE REVIEW psychological approach. It is an interesting
educational strategy because it can provide intrinsic
The uniqueness and effect of learning by using motivation to students through curiosity,
gamification has made many language teachers and challenges with adaptive difficulty levels, some
researchers explore and expose it in their study and degree of chance and an award system. Moreover,
classroom. There were some researchers have it can be more pleasant by stimulating creativity.
conducted research by using gamification. The results Educational games extend this by focusing the
of the research are cited briefly below: mechanics and narrative to cope with a subject
curriculum, allowing the student to learn while
1) Rahmani (2020) conducted research in reviewing playing.
research-based articles about gamification in the
context of learning English to find out the benefit. 5) Kiryakova (2014) concluded that E-learning is
Her research shows that gamification is indeed suitable for easy and effective integration of
beneficial for students in the English class. It gamification. Game techniques and mechanisms
appears to be the solution for an unsuccessful and can be implemented in the learning process as
passive learning environment as it is beneficial to activities which purpose is to achieve certain
assist teachers in creating a more exciting and learning objectives, increase learners’ motivation to
meaningful learning experience for students. A complete them and engage students in a friendly
livelier learning environment, more active competitive environment with other learners.
engagement, better English skills (especially
speaking skill), and improved cognitive Based on the previous research, the researcher
achievements (proven by good scores) are the concludes that gamification is an effective tool to
indicators of successful implementation of increase the students’ interest because they enjoy
gamification in the English class. learning while playing game. Moreover, playing
games can creates good or positive enthusiastic
2) Samson (2020) states that from this viewpoint, that towards the materials and they can magnify their new
games are shallow exercises that may not add to knowledge as learning experience by playing the
learning. In the subsequent perspective, analysts thinking-game. The researcher really believes that
concentrated on games and gamification properties using gamification is a persuasive way to encourage
and saw them as transformative and advancing a the students’ interest to keep focusing in their subjects
method of interfacing and fruitful learning. Also, at school especially in English lesson.
gamification is at present being applied with
instructive purposes as a strategy to the quicker
investment of understudies in various branches of 3. RESEARCH METHOD
knowledge like English language learning. The
gainful impact of gamification and genuine games 3.1. Research Approach
on learning is likewise an understudy consolation. This research used pre-experimental research design
by using pre-test and post-test with quantitative
3) Nikmah (2019) has proved in his research that the approach, because the researcher wanted to
item “The Kahoot! was interesting.” It was established possible cause and effect between
responded by the 4.3% of the students as “no”, by dependent, independent and mediating variable. The
the 8.7% of the students as “sometimes”, and by the researcher intended to describe the improvement of
87.0% of the students as “yes”. As a result, it was students’ learning achievement and interest of the
concluded that the students were mostly satisfied eleventh-year students of UPT SMA Negeri 1 Barru by
with the Kahoot! application. comparing between the students’ score before and after
being taught by using Quizizz, also after analyzing
data of students’ interest from questionnaire.
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3.2. Research Design going to do. After that, the researcher checked the
This research used pre-experimental research design students’ work and gave it score.
by using pre-test and post-test with quantitative
approach, because the researcher wanted to In the treatment, the researcher taught analytical
established possible cause and effect between exposition text material by using Quizizz. It was held
dependent, independent and mediating variable. The in four meetings to improve the students’ reading skill.
researcher intended to describe the improvement of Each meeting spent 90 minutes. In this case, the
students’ learning achievement and interest of the gamification was usually used by the researcher and it
eleventh-year students of UPT SMA Negeri 1 Barru by was carried out by the researcher in the reading class.
comparing between the students’ score before and after The following are the steps of the researcher in
being taught by using Quizizz, also after analyzing treatment process.
data of students’ interest from questionnaire. This
research was classified as pre-experimental design The researcher explained about what exposition text is
because it did not have a control variable. In this (Analytical), introduced to students what was Quizziz
research, the researcher only has one group and used and how to analyze and write exposition text. These
pre-test and post-test to see the results of the test. treatment activities have same steps in each meeting.
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X =
X rxy =
XY − N
N ( X ) 2
( Y ) 2
Where: X = The mean score / average X 2
−
N
Y 2
−
N
N
= The number of subject (students) XY
(Gay, 2014: 323) = sum of cross products of deviation scores for
Standard deviation X and Y
SD X1 =
X
= Total score of X
( X 1 − X 1)2
( N1 − 1) Y
= Total score of Y
N = the number of subject (students)
t-test
D Table 3. Guideline for Interpretation of Correlation
t=
Coefficient
( D ) 2 Coefficient Interval Correlation Level
D− N
0,00-0,199
0,20-0,399
Very low
Low
N ( N − 1) 0,40-0,599 Medium
0,60-0,799 Strong
t = Test of significance
0,80-1,00 Very strong
D = The difference score between pre-test and post-test
(Sugiyono: 2008)
D = The mean of the difference score
D = The sum of D score
4. RESULT AND DISCUSSION
( D ) 2
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answers, and set up the time. Quizizz also enables the and practicing the lesson material in every meeting.
teacher to present the materials as well as the review Interest cannot be the main factor in the improvement
quiz for each meeting so that the students can figure of students’ achievement.
out whether they have already mastered the analytical
exposition or not and it can be done in an interesting
and fun game. In improving the students’ mastery on 5. CONCLUSION
how to distinguish among the text, Quizizz has a
randomized answer feature by which the students can In relation to the research findings and discussion in
notice the correct or incorrect answers for each the previous chapter, the conclusions are presented;
question and why the errors have occurred. Besides this research shows that learning by using Quizizz can
that, Quizizz can assist the students to understand increase students’ interest in learning English and
structure of text per each paragraph. Moreover, improve the students’ comprehension of analytical
students could learn new vocabularies and get the exposition text. It shows that through Quizizz, the
feedback immediately about their learning progress. In students’ achievement in reading skill gets an
addition to having invaluable features, Quizizz also improvement. As a result, it means that there is
possesses some other interesting characteristics such as significant difference between average score of
leader board, rewards, and player icons. Moreover, not students’ interest and students’ test score before and
only can it be accessed using laptop, the students can after learning by using Quizizz. Therefore, this
also use their mobile phones to get connected to research proved that using Quizizz in teaching reading
Quizizz so that the students can play the game anytime skill such as analytical exposition text for the eleventh-
and anywhere. grade students of SMA Negeri 1 Barru has a significant
influence in improving the students’ learning
Gamification can also provide learning model achievement. In short, the use of Quizizz improved the
characteristics such as challenges, satisfaction, students’ learning interest and achievement.
rewards, and dependence. Several studies concur with
the findings of this study which show positive attitude
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