The Effect of Using Classcraft on EFL Students’ Reading Comprehension

Muhamad Laudy Armanda, Lilia Indriani
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Abstract

Students nowadays are considered as the generation who have never known the world without video games, cell phones, and the internet. Hence, gamification has become a solution. It is a method that can boost the students' mood during lectures, so they feel enjoy during the learning process. In short, this study aims to examine whether using Classcraft has a significant effect on the reading comprehension of EFL students. This study was classified as a pre-experimental study (N=37), followed by assessing their reading comprehension. Two-session treatment began, which included teaching reading comprehension using Classcraft. At the end of the course, a reading post-test was administered. The findings propose a statistically significant difference in the pre-test and post-test scores for the treatment group. By implementing Classcraft’s features allows EFL students to be more competent in English reading comprehension, especially in making inferences and encouraging them through gamified learning. The current study offered empirical evidence of how reading instruction using Classcraft promoted EFL students’ reading comprehension.
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课堂技巧运用对英语学生阅读理解的影响
现在的学生被认为是不知道这个世界没有电子游戏、手机和互联网的一代。因此,游戏化成为了一种解决方案。这是一种可以提高学生在讲课时的情绪的方法,所以他们在学习过程中感到很享受。简而言之,本研究旨在考察使用Classcraft对英语学生的阅读理解是否有显著的影响。本研究分为实验前研究(N=37),随后评估他们的阅读理解能力。两期治疗开始了,其中包括使用Classcraft教授阅读理解。课程结束时,进行阅读后测。研究结果表明,治疗组在测试前和测试后的得分有统计学上的显著差异。通过实现Classcraft的功能,可以使英语学生在英语阅读理解方面更有能力,特别是在推理方面,并通过游戏化学习来鼓励他们。本研究为使用Classcraft进行阅读教学如何促进英语学生的阅读理解提供了实证证据。
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期刊最新文献
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