Gamification in Teaching Vocabulary
- DOI
- 10.2991/978-2-38476-210-1_23How to use a DOI?
- Keywords
- Gamification; English Vocabulary; teaching
- Abstract
The objective of this research is to find out whether the use of Gamification in teaching Vocabulary is effective to increase students’ English Vocabulary. This research is aquasi experimental research and it employed a purposes sampling technique sampling. The population of this research were all students of SD Negeri 12 Parepare as many as 287 Students, while the sample was class VA as an experimental class and class VB as a control class. The data were collected after pretest, treatment, and posttest. . The data analysis technique is the Independent Sample T-tests. Based on the results of inferential statistical analysis shows Sig (2-tailed) = 0.014 < 0.05, so H0 is rejected and H1 is accepted. Thus, it can be concluded that gamification can increasing student’s English vocabulary in V grade of SD Negeri 12 Kota Parepare.
- Copyright
- © 2024 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Muhammad Asrul Sultan AU - Nurhikmah Nurhikmah AU - Abdul Halik PY - 2024 DA - 2024/02/08 TI - Gamification in Teaching Vocabulary BT - Proceedings of the 2nd International Conference of Science and Technology in Elementary Education (ICSTEE 2023) PB - Atlantis Press SP - 274 EP - 281 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-210-1_23 DO - 10.2991/978-2-38476-210-1_23 ID - Sultan2024 ER -