Engaging the EFL Students in Online Class Through Gamification

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Syukur Saud, Nur Aeni, Laelah Azizah

2023 AIP Conference Proceedings Vol. 2736 Issue 1 Conference paper Cited by 6 SDG 4 Quartile

Abstract

In creating a comfortable English learning atmosphere, the impressions of students and lecturers are crucial. Leading the students to be happy in learning is one of the big challenges for the lecturer. Gamification is now a more important part of any platform design. Individual disparities in sensitivity to gaming and its various designs have been linked to the classical gap in gamification study and application. The aim of this study is to find out how students and lecturers feel about online learning by using gamification. It investigated how the students engage in the classroom. The mix approach was used in this study. The information gathered from the questionnaire and the interview about students' and lecturers' attitudes toward online learning materials Using a Likert scale, they were graded. The responses of the students to online learning by applying gamification. The students were enthusiastic and engaged in learning Academic writing by using gamification. The findings of this study are expected to aid teachers and lecturers in gaining insights and prior knowledge when designing ELT models for online class. It is also intended to provide feedback on how to enhance the online learning process. © 2023 American Institute of Physics Inc.. All rights reserved.

Affiliations

Faculty of Languages and Literature, Universitas Negeri Makassar, Makassar, Indonesia

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