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Analysis of Kahoot! Gamification in Supporting English Language Teaching Based on Jeremy Harmer

Zulqurnaen, Muhammad (2020) Analysis of Kahoot! Gamification in Supporting English Language Teaching Based on Jeremy Harmer. Skripsi, Tarbiyah Dan Keguruan.

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ABSTRAK

Gamification elements cannot be ignored because the main goal is to increase students’ engagement, motivation, and understanding. Using gamification in education environment would make teaching and learning fun and enjoyable, thereby yielding high students’ performance. The purpose of this study is to find out the game elements on Kahoot! and the supporting of using Kahoot in teaching and learning English based on Jeremy Harmer. The teachers must know what game elements is used in Kahoot! and when Kahoot! can be used in teaching and learning English subject in classroom. The research design of this study is qualitative research. To collect the data, the writer uses technique is Documentary. Data processing in this research is divided into into three activities, they are datareduction, data display, and conclusion drawing. The results of this study indicate that: 1. Kahoot! has some game elements from gamification that always use in education environment. The game elements included the following: points, level, badge, leaderboard, prize, progress bar, storyline and feedback. 2. Kahoot! can be used in any skills of English such as listening, speaking, reading and writing. Kahoot! can also be used in any teaching English skills based on principles of Jeremy Harmer.

Item Type: Skripsi
Subjects: L Education > L Education (General)
Depositing User: Dr Ahdie Anwary
Date Deposited: 09 Jul 2020 06:57
Last Modified: 09 Jul 2020 06:57
URI: http://idr.uin-antasari.ac.id/id/eprint/14449

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