GAMIFICATION IN THE ENGLISH CLASSROOM: AN ACTION RESEARCH TO DETERMINE ITS IMPACT ON STUDENTS’ ENGAGEMENT
Abstract
Gamification learning increases student engagement through interactive games. The research
object is to determine whether the gamification gives an impact on students’ engagemengt or not. The
subject of study is the eleven-grade science 2, SMA Negeri 8 Malang. Further, the total of research
subject is 31 students. The time of research was implemented during the last March-April 2023. The
stage of action, observation, and reflection was applied in middle April 2023. The research was
conducted by using Classroom Action Research that collaborated with the English teacher. Two cycles
were applied because the first cycle did not reach the criteria of success, which is about the students
are engaged and motivated, and approximately 75% of them participate in the teaching learning by
attending class and raising their hand, joining games, completing games, and participating and being
active in discussion. Based on the findings, ClassPoint that applied on Cycle II can engage more
students because more than 75% students wanted to explore all the options because it was very
challenging. Those platforms also do not required students to install or sign up. Due to the use of
gamification, the students felt encourage and motivated due to the competition in winning the game.