Deskripsi
This monograph explores the transformative potential of gamification in enhancing speaking skills among EFL learners in Indonesian secondary schools. Through a six-week mixed-methods classroom study involving 30 Grade 11 students, the research examines how game-based learning strategies can significantly boost speaking fluency, accuracy, vocabulary usage, and interactive communication when designed with a pedagogical purpose.
Combining quantitative data from pre- and post-tests with rich insights from classroom observations and student interviews, the study presents compelling evidence that gamified instruction improves linguistic performance and fosters learner motivation, confidence, and participation. Grounded in established theories such as Communicative Language Teaching (CLT), Self-Determination Theory, and Flow Theory, the monograph offers practical guidance for teachers, curriculum developers, and researchers.
From role-play simulations to Flipgrid talk shows and competitive vocabulary games, this work showcases how speaking activities, when gamified, can be engaging, equitable, and educationally impactful. The book finishes with explicit pedagogical recommendations and reflections for future implementation, rendering it a great resource for educators aiming to introduce innovation into the language classroom.
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