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The use of gamification of duolingo in teaching basic English grammar (A Quasi Experimental Research at Second Grade of MAN 1 Kota Serang)


The objective of the research is to investigate student’ ability in grammar at Second Grade of MAN 1 Kota Serang and to investigate the use of gamification of duolingo in teaching basic English grammar. This research used experiment research it has conducted based on the main problems, 1) How is the student’s grammar ability on gamification of duoling? 2) How is the effect of gamification of duolingo in teaching basic in student grammar skill on multiple choice? To investigate of the research, the researcher collects data from 60 student that spared into two classes, one class as experimental class which consist of 30 students and another one is as the control class which consist of 30 students. The researcher used of quasi experimental design with three stages is pre-test, treatment, and post-test. The sample of the research used class XI RELIGION as experimental class and class XI Social 1 as control class. Based on the result statistic calculation, it is obtained that the score of
Thoriq - Personal Name
SKRIPSI TBI 1986
SKRIPSI TBI 1986
Text
English
Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Sultan Maulana Hasanuddin Banten
2020
Serang Banten
21,5cm, 28cm, 54 hlm
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