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SKRIPSI DEVELOPING READING INSTRUCTION USING GAMIFICATION ELEMENTS OF CLASSCRAFT FOR STUDENT TEACHERS OF ENGLISH EDUCATION DEPARTMENT IN HYFLEX LEARNING ENVIRONMENT
ABSTRACT
Armanda, Muhamad Laudy. (2023). Developing Reading Instruction Using Gamification Elements of Classcraft for Student Teachers of English Education Department in Hyflex Learning Environment.
An Undergraduate Thesis. English Education Department. Faculty of Education and Teacher Training, Universitas Tidar. Advisor I Lilia Indriani, S.Pd., M.Pd, Advisor II Susanti Malasati, S.Pd., M.Hum.
Keywords: Classcraft, gamification elements, hyflex learning, instructional design
The current result of the PISA concerning reading performance is in a very worrying position. Thus, the entire education sector, significantly higher education that is capable of producing future teachers (student teachers), needs to emphasize mastering reading performance to deal with the upcoming PISA 2025, which includes a new assessment of foreign languages. In response to the problems above, this Design and Development Research (DDR) is intended to fulfill three objectives. First, to identify English Education student teachers’ needs in learning reading. Following this, this study aims to develop reading instruction using gamification as a strategy to support its elements of Classcraft as the tool; and to measure the product’s feasibility. Considering the development model, the study followed the ADDIE model proposed by Brach (2010), which carried out three stages: analyzing the need to conduct the learning reading for Extensive Reading course, designing the product’s concept, developing the product along with the validating and revising the product. The results of the analysis stage revealed that student teachers and Extensive Reading lecturers required suitable instructional strategy and learning media to promote flexible learning that can engage and encourage them to participate in this course. As a result, hyflex learning and Classcraft are proposed to respond to their needs. In the design stage, the blueprint of reading instruction using gamification elements and a lesson plan to teach the Extensive Reading course was designed. Two processes are required in developing the product, including designing a flowchart to present clear student teachers learning pathway and developing instructional content that serves as a prototype of the product design. Once the product was finished, the first draft was validated by experts to measure the feasibility level in terms of instructional design and lesson content validation. The validation results obtained a score of 86.42%, which implies that the reading instruction using gamification elements of Classcraft is ready to be implemented in the Extensive Reading course since it belongs to the very worthy category. These findings are preceded to offer practical implication.
10-UN57.U1-SING-V-2023 | INGGRIS ARM D 2023 | Ruang Skripsi (BAHASA INGGRIS) | Tersedia namun tidak untuk dipinjamkan - No Loan |
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