A Survey Approach to Investigate the Pereived Effects of Gamification Tools on the English Process among Vocational Students
Keywords:
Classroom gamification tools, vocational students , perception , english learningAbstract
Gamification is being recognized as a new way to teach that uses game design elements in the classroom to get students more interested and motivated. This study aims to explore vocational students' perceptions of the use of gamification tools such as Kahoot, Quizizz, Duolingo, Edmodo, and Wordwall in English language learning. A descriptive quatitative approach was employed as as research method. Data were collected through an online questionnaire in the form of likert scale which is distributed via Google Forms to 38 students from three study programs at Politeknik Negeri Bengkalis who had used gamification tools in their English learning. The data were analyzed using descriptive and inferential statistics. The results show that 73.7% of students felt more motivated and engaged, 62.1% were actively involved, 65% expanded their vocabulary, and 55.3% improved their grammar skills. These findings indicate that the use of gamification tools has a positive impact on vocational students’ motivation and English language proficiency.
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