Abstract

This research aimed to know the significant effect of Gamification based on Balinese Local Story toward students’ listening comprehension. The implementation of one group pretest posttest was a design for collecting the data. The pretest and posttest was in the form of multiple choice tests. The research population consisted of 164 students of SD Negeri 2 Anturan. Then, the research sample was 5th grade students who consisted of 21 students. The result of the data presented that, there was significance different score between pretest and posttest. The mean score of pretest was 43.37. In contrast, the mean score of posttest was 79.74. Based on the results, the mean score of posttest was higher than pretest. The result of effect size was 3.190 that means to large effect. The result of effect size showed Gamification based on Balinse local story could improve students’ listening comprehension.

Highlights

  • The implementation of 4C in 21st century learning era has function to support the education

  • The research emphasized to know whether or not the significant effect of Gamification based on Balinese local story toward listening comprehension

  • After the data were categorized normally distributed, hypothesis testing was conducted to know whether there was any significant effect of using Gamification based on Balinese local stories as teaching media towards the 5th grade students’ listening comprehension at elementary school

Read more

Summary

INTRODUCTION

The implementation of 4C in 21st century learning era has function to support the education. The research by Renukadevi, (2014) argued that, listening comprehension problems that were related to catch up sound and understand meaning were caused by the lack of ability of listening comprehension This factor was caused by students tended to be lazy to build vocabulary, the problem of accent and pronunciation when learning new language, and the effort to understand the words. Besides as a teaching media to solve listening comprehension problems, the use of Gamification has purpose to deliver 13 moral values of local story (Suwardi Endraswara, (2013) & Setyawan et al, (2017) and to conserve culture especially Balinese culture. The research by Alomari et al, (2019) & Antonaci et al, (2019) argued that, Gamification has benefits for learning process especially students’ motivation and engagement These previous studies did not explain about the use of Gamification for English material such as listening comprehension.

Type of Research
Research Setting
Sample
Data Collection Technique
Data Analysis
FINDINGS AND DISCUSSION
Summary Mean Pretest Summary Mean Posttest
Hypothesis Testing
Effect Size
CONCLUSIONS
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.