Development of Gamification Based Supplementary Listening Materials to Improve Students’ High Order Thinking Skills
Authors
Muhamad Fahmi Hariadi1, *, Dedi Kuswandi1, Agus Wedi1
1Department of Educational Technology, Faculty of Education, Universitas Negeri Malang, Malang, Indonesia
*Corresponding author. Email: fahmihariadi896@gmail.com
Corresponding Author
Muhamad Fahmi Hariadi
Available Online 13 December 2021.
- DOI
- 10.2991/assehr.k.211210.021How to use a DOI?
- Keywords
- HOTS; gamification; listening materials
- Abstract
This research aims to develop supplementary listening materials using gamification in the Listening Class. There is one research problem asked, what does a set if supplementary listening materials using gamification for listening class in english education program look like? The purpose of this research is to produces a gamification listening comprehension based of technology E-module. The subject of this research were students of English language Programme in Universitas negeri Malang. The approach in this development adopts the ADDIE. With the idea put on this research subject can experience an increase in listening skills
- Copyright
- © 2021 The Authors. Published by Atlantis Press SARL.
- Open Access
- This is an open access article under the CC BY-NC license.
Cite this article
TY - CONF AU - Muhamad Fahmi Hariadi AU - Dedi Kuswandi AU - Agus Wedi PY - 2021 DA - 2021/12/13 TI - Development of Gamification Based Supplementary Listening Materials to Improve Students’ High Order Thinking Skills BT - Proceedings of the International Conference on Information Technology and Education (ICITE 2021) PB - Atlantis Press SP - 128 EP - 133 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.211210.021 DO - 10.2991/assehr.k.211210.021 ID - Hariadi2021 ER -