Last modified: 2021-11-24
Abstract
The millennial generation has a high level of technology literacy in today's age. This literacy, combined with recent technological advancements, has resulted in an increase in educational opportunities. The millennial generation, which includes the students in today's classrooms, has distinct characteristics and interests in learning activities. If the teachers want to be involved in students’ learning activities, technology needs to be incorporated in today's education. This research focuses on the use of gamification in the classroom for eight grade students of Joannes Bosco Junior High School Yogyakarta. This research employed case study procedures using observation, questionnaire, and interview as its instruments. This study aims to answer two research questions which are: how is the gamification concept implemented in the classroom for eighth grade students of Joannes Bosco Junior High School Yogyakarta. Second research question is what are the advantages and disadvantages of implementing the gamification concept in the classroom for eighth grade students of Joannes Bosco Junior High School Yogyakarta. The result of this study showed that the use of Quizizz as a learning media in a class can make students enthusiastic to engage in the classroom. The concept of maximum learning helps the students to improve their reading comprehension skill in English learning. Thus, it is expected that later on it can improve the students’ learning outcomes.