DEVELOPING GAMIFIED-BASED LEARNING HANDBOOK FOR 10th GRADE STUDENTS OF SENIOR HIGH SCHOOL IN THE INDONESIAN EFL CONTEXT

Harismayanti, Intania (2020) DEVELOPING GAMIFIED-BASED LEARNING HANDBOOK FOR 10th GRADE STUDENTS OF SENIOR HIGH SCHOOL IN THE INDONESIAN EFL CONTEXT. Masters thesis, Universitas Pendidikan Ganesha.

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Abstract

Diffusion of digital literacy and technological practices in 21st-century learning has become a constructive requirement in education. To align this, the present study aimed at designing and developing gamified-based learning handbook for 10th grade students of senior high school in the Indonesian EFL context. This study was based on the design and development research design proposed by Richey and Klein (2007). This study was carried out through four phases of DDR, namely, analysis, design, development, and evaluation. The obtained data were collected through observation, interview, and document analysis and analyzed qualitatively through Interactive Model Analysis by Miles and Huberman (1994). The quality of developed product was obtained through Interrater Agreement Model by Gregory (2007). The subjects were 15 tenth grade students of senior high school and 10 tenth grade English teachers. The object of this study was the gamified-based learning handbook for tenth grade of senior high school. The result of the study shows (1) the development of a gamified-based learning handbook for 10th grade students in the Indonesian EFL learning activities to support the acquisition of 21st-century learning, digital literacy, and technological practices (2) the quality of the gamified-based learning handbook was classified into an excellent media (96). The result of developed product can be used as a supplementary handbook to infuse the acquisition of 21-st century skills, digital literacy, and technological practices in learning. Further study still needs to be conducted to explore the specific impact of a gamified-based handbook on students’ performance in learning.

Item Type: Thesis (Masters)
Uncontrolled Keywords: DDR, gamification, handbook, learning activities, 21st-century learning skills
Subjects: L Education > L Education (General)
T Technology > T Technology (General)
Divisions: Pascasarjana > Program Studi Pendidikan Bahasa Inggris (S2)
Depositing User: Intania Harismayanti
Date Deposited: 27 Oct 2020 01:36
Last Modified: 27 Oct 2020 01:36
URI: http://repo.undiksha.ac.id/id/eprint/4557

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