Aini, Nur (2025) THE IMPLEMENTATION OF CLASSPOINT AS A FORM OF GAMIFICATION IN SPEAKING CLASSES IN SENIOR HIGH SCHOOL. Masters thesis, Universitas Muhammadiyah Malang.
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Abstract
This study examines the implementation of ClassPoint as a gamification tool in speaking classes for senior high school students at SMA Muhammadiyah 1 Pasuruan. Employing a qualitative case study method, the research investigates how students utilize ClassPoint and identifies challenges encountered during its use. Data collection included interviews with ten Grade XI students and document analysis of lesson plans and student work. Findings reveal that ClassPoint fosters interactive learning through features such as real-time quizzes, word clouds, and collaborative activities, enhancing student engagement and speaking fluency. However, challenges such as internet connectivity issues, unfamiliarity with certain features, and time pressure during activities were noted. Despite these obstacles, students reported increased motivation and confidence in speaking. The study concludes that while ClassPoint effectively supports gamified learning, addressing technical and usability challenges is essential for optimizing its impact. Further research is recommended to explore its long-term benefits in diverse educational settings.
Item Type: | Thesis (Masters) |
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Student ID: | 202220560211045 |
Keywords: | ClassPoint, gamification, speaking class, senior high school, qualitative study |
Subjects: | L Education > L Education (General) |
Divisions: | Faculty of Teacher Training and Education > Department of English Language Education (88203) |
Depositing User: | 202220560211045 iniaini |
Date Deposited: | 10 Feb 2025 06:54 |
Last Modified: | 10 Feb 2025 06:54 |
URI: | https://eprints.umm.ac.id/id/eprint/15177 |