THE EFFECT OF USING GAMIFICATION BASED STIMULER APPLICATION ON EFL STUDENTS' SPEAKING ABILITY (A Quasi-Experimental Research at Eighth-Grade Students in SMP Negeri 11 Bengkulu Tengah)

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NURAZIZA, QOFIFAH (2026) THE EFFECT OF USING GAMIFICATION BASED STIMULER APPLICATION ON EFL STUDENTS' SPEAKING ABILITY (A Quasi-Experimental Research at Eighth-Grade Students in SMP Negeri 11 Bengkulu Tengah). Undergraduate (S1) thesis, UIN Fatmawati Sukarno Bengkulu.

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Abstract

This research aimed to investigate the impact of a gamificationbased English-learning application on the speaking performance of eighth-grade students at SMP Negeri 11 Bengkulu Tengah. The background of this research is the low level of student speaking performance, particularly in the areas of fluency, accuracy, and comprehension, as well as minimal opportunities for oral practice under conventional teaching methods. Based on this problem, a gamificationbased application was implemented as an interactive medium to enhance student speaking performance. This study applied a quantitative approach with a quasi-experimental design that compared results across two groups. The sample consisted of two classes: Class VIII A, which received the treatment, and Class VIII B, which functioned as the control group. Data collection was carried out using a speaking test administered on two occasions, prior to and following the treatment, assessed according to three criteria: fluency, accuracy, and comprehension. The data were then examined using reliability testing, normality and homogeneity assumption tests, a paired-sample t-test, and independent-sample t-test. The findings revealed that the average score of the experimental group rose from 52.00 to 63.03, whereas the control group's average only increased from 47.33 to 53.83. Findings from the paired-sample t-test confirmed that speaking performance improved meaningfully after the gamification-based Stimuler application was used (p < 0.001). A paired-sample t-test showed a significant improvement in speaking performance after the Stimuler was applied (p < 0.001). In addition, an independent-samples t-test revealed a significant difference between the two groups (t = 2.617, df = 38, p = 0.013), with the experimental group achieving a higher mean post-test score. A Cohen’s d value of 0.825 indicates a large effect size. xiv Therefore, the gamification-based Stimuler app proved effective in improving the speaking skills of eighth-grade students at SMP Negeri 11 Bengkulu Tengah.

Item Type: Thesis (Undergraduate (S1))
Contributors:
ContributionContributorsNIDN/NIPEmail
Thesis advisorRisnawati, Risnawati19740523199032002UNSPECIFIED
Thesis advisorEfrizal, Dedi199012132020121008UNSPECIFIED
Uncontrolled Keywords: Gamification-Based Stimuler Application, Speaking Ability, EFL Students, Quasi-Experimental Research.
Subjects: Tarbiyah dan Tadris > Tadris Bahasa Inggris
Divisions: Fakultas Tarbiyah dan Tadris > Tadris Bahasa Inggris
Depositing User: Dr Syahril Syahril
Date Deposited: 08 Oct 2026 08:19
Last Modified: 08 Oct 2026 08:19
URI: https://repository.uinfasbengkulu.ac.id/id/eprint/8085

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