STUDENTS' PERCEPTIONS IN THE APPLICATION OF THE GAMIFICATION OF THE WORDWALL APPLICATION TO ENRICH STUDENTS' VOCABULARY IN ENGLISH SUBJECTS

Authors

  • Aldina Kamila Zainul Hasan Genggong Islamic University
  • Eka Rahayu Zainul Hasan Genggong Islamic University
  • Lailatul Muthmainnah SMK Darul Lughah Wal Karomah

Keywords:

student perception, gamification, Wordwall, vocabulary, English

Abstract

This research aims to explore students' perceptions regarding the use of gamification through the Wordwall application in learning English, especially in enriching vocabulary. This research uses a qualitative approach with a case study method. Data was collected through in-depth interviews with students who have used the Wordwall application in the learning process. The research results reveal that in general students have a positive perception of the use of this application. They argue that the gamification elements in Wordwall, such as challenges, and immediate feedback, make learning more engaging and fun. Students also report that using this app helps them remember and understand new vocabulary more easily. However, some students mentioned challenges in initial adaptation to the technology, especially in understanding how certain features work. Apart from that, the social interactions formed when using Wordwall are also an added value in collaborative learning. These findings provide important insights into how gamification technologies can be integrated in language teaching to improve student engagement and learning outcomes. In addition, this research also recommends initial training for students to optimize the use of this application, as well as the need to adapt gamification features to be more inclusive for various student ability levels. Future studies could explore the long-term impact of gamification on language retention and assess the effectiveness of various gamification tools in different educational contexts. Additionally, examining how gamification influences motivation, especially among students with different learning styles, would further enrich understanding of its role in education. The potential for increasing teacher-student interactions through gamification platforms such as Wordwall is also worthy of further research.

References

Yilmaz, R. (2017). Exploring the role of E- learning Readiness on Student Satisfaction and Motivation in flipped Classroom, computer in human behavior, 70, 251-260.

Masyuniza Yunos, (2015) Hubungan sikap dan persepsi murid terhadap pembelajaran bahasa melayu dengan kemahiran abad ke-21, jurnal pendidikan bahasa melayu,5(2), 22-30

Julita, & Purnasari, P. D. (2022). Pemanfataan Teknologi sebagai Media Pembelajaran dalam Pendidikan Era Digital. Journal of Educational Learning and Innovation (ELIa), 2(2), 227–239.

Purnasari, P. D., & Sadewo, Y. D. (2021). Strategi Pembelajaran Pendidikan Dasar di Perbatasan Pada Era Digital. Jurnal Basicedu, 5(5), 3089–3100.

Sulistyarini, W., & Fatonah, S. (2022). Pengaruh Pemahaman Literasi Digital dan Pemanfaatan Media Pembelajaran terhadap Kompetensi Pedagogik Guru Era Digital Learning. Journal of Educational Learning and Innovation (ELIa), 2(1), 42–72.

Rijal, F., & Idris, T. (2020). Teachers’ Pedagogic Competence in Utilizing Learning Media of Islamic Religious Education at State Junior High Schools in Lhoksuemawe. Cendekia: Jurnal Kependidikan Dan Kemasyarakatan, 18(1), 101–116.

Purbosari, P., & Sutrisno, T. (2021). Studi Korelasi Intensitas Menonton Youtube Terhadap Minat Belajar Mahapeserta didik PGSD Universitas Veteran Bangun Nusantara. Journal of Educational Learning and Innovation (ELIa), 1(2), 117–128.

Afif, N. (2019). Pengajaran dan Pembelajaran di Era Digital. IQ (Ilmu Al-Qur’an): Jurnal Pendidikan Islam, 2(1), 117–129.

Purwadhi, P. (2019). Pembelajaran Inovatif dalam Pembentukan Karakter Peserta didik. Mimbar Pendidikan, 4(1), 21–34.

Puspita, E. I., Rustini, T., & Dewi, D. A. (2021). Rancang Bangun Media E-book Flipbook Interaktif pada Materi Interaksi Manusia dengan Lingkungannya Sekolah Dasar. Journal of Educational Learning and Innovation (ELIa), 1(2), 65–84.

Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1), 1–36. https://doi.org/10.1186/s41239-017- 0042-

Poondej, C., & Lerdpornkulrat, T. (2016). The development of gamified learning activities to increase student engagement in learning. Australian Educational Computing, 31(2).

Chapman, J., & Rich, P. (2017). Identifying motivational styles in educational gamification.

Hwang, W.-Y., Shadiev, R., & Huang, Y.-M. (2018). Effects of using mobile and virtual reality technologies on language learning: A systematic review. Educational Technology and Society, 21(4)

Burgos, D., Tattersall, C., & Koper, R. (2020). Re- purposing existing generic games and simulations for e-learning. Computers in Human Behavior, 27(2)

Downloads

Published

2024-09-30