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Detail
BukuDIGITAL GAME-BASED LEARNING IN ENHANCING EFL STUDENTS’ ENGAGEMENT USING KAHOOT
Bibliografi
Author: Butarbutar, Tania ; Aruan, Dora Angelina (Advisor)
Topik: DGBL (Digital Game-Based Learning); Student engagement; Kahoot; English Classroom.
Bahasa: (EN )    
Penerbit: Department of English Language Education Faculty of Education and Language Atma Jaya Catholic University of Indonesia     Tempat Terbit: Jakarta    Tahun Terbit: 2025    
Jenis: Theses - Undergraduate Thesis
Fulltext:
Abstract
This study aims to determine the role of digital game-based learning using kahoot to enhance student engagement in the classroom. This study involved 31 students in grade 4 from SDN 01 Pagi Cakung Barat. This research used qualitative description method. For data collection, observation and semi-structured interviews were used. Students played Kahoot in the classroom and the researcher observed students during 4 learning meetings to find out students' engagement in the classroom during the use of Kahoot. Interviews were conducted after the observation and involved 5 students who had participated in the activity to find out more about how students felt while using Kahoot. The results of this study show that the use of game-based learning has a positive impact on student engagement in the classroom. The findings are expected to contribute to the field of education by providing information about DGBL.
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