Sherly, Sherly (2023) THE EFFECT OF GAMIFICATION LEARNING METHOD ON STUDENT ENGLISH LEARNING INTEREST (Ex Post Facto Quantitative Design at 11 Grade of SMAN 01 Pendopo Barat). Undergraduate thesis, UIN FATMAWATI SUKARNO BENGKULU.
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Abstract
This research was conducted to determine the effect of the Gamification Method On Interest in Learning English (Ex Post Facto Quantitative Design at 11 Grade of SMAN 01 West Pendopo). The approach used in this research is quantitative with the type of Ex Post Facto research that is seeing the effect. The population in this study were class XI students of SMAN 01 Pendopo Barat, totaling 130 and the sample taken was 65 respondents. the sampling technique used in this study using random sampling. data were obtained by using a Likert scale model questionnaire, then distributing the questionnaire through closed questionnaires. The analytical method uses the Simple Linear Regression hypothesis test using SPSS, results with significant values are obtained: from the coefficients table, a significance value of 0.011 <0.05 is obtained, so it can be concluded that the variable gamification method (X) influences the variable interest in learning English (Y). While the t value: it is known that the largest t count value is 2.623 > t table 1.999, so it can be concluded that the gamification method variable (X) has an effect on the interest in learning English variable (Y).
Item Type: | Thesis (Undergraduate) | ||||||||||||
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Additional Information: | Pembimbing 1: Fera Zasrianita, M.Pd Pembimbing 2: Zelvia Liska Afriani, M.Pd | ||||||||||||
Uncontrolled Keywords: | Gamification, Learning Interest, English Interest | ||||||||||||
Subjects: | Tarbiyah dan Tadris > Tadris Bahasa Inggris | ||||||||||||
Divisions: | Fakultas Tarbiyah dan Tadris > Tadris Bahasa Inggris | ||||||||||||
Depositing User: | john hendri | ||||||||||||
Date Deposited: | 13 Oct 2023 02:49 | ||||||||||||
Last Modified: | 13 Oct 2023 02:49 | ||||||||||||
URI: | http://repository.uinfasbengkulu.ac.id/id/eprint/2104 |
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