Gamifying Balinese Local Story: Facilitating Gen Z in Learning English
- DOI
- 10.2991/assehr.k.200115.038How to use a DOI?
- Keywords
- gamification, balinese local story, gen Z
- Abstract
Working with nowadays children, technology cannot be neglected to be involved in their learning. Gamification in education becomes very popular as one of the most effective methods in facilitating students’ learning. Inserting gamification elements in Balinese Local Stories was the purpose of this R&D research. In order to develop a gamified Balinese local story, the ADDIE model was used. As a result, 5 stories had been developed in the form of application with the insertion of gamification elements, like points, badges, levels, and leaderboards. The products had been judged by ICT media expert and educational material expert. Based on the result of expert judgment rubrics, the products were categorized as excellent application. As an implication, these media can be used to facilitate students in learning English.
- Copyright
- © 2020, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Putu Kerti Nitiasih AU - Luh Gd Rahayu Budiarta AU - Ni Wayan Surya Mahayanti PY - 2020 DA - 2020/01/20 TI - Gamifying Balinese Local Story: Facilitating Gen Z in Learning English BT - Proceedings of the 3rd International Conference on Innovative Research Across Disciplines (ICIRAD 2019) PB - Atlantis Press SP - 234 EP - 239 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.200115.038 DO - 10.2991/assehr.k.200115.038 ID - Nitiasih2020 ER -