Proceedings of the 3rd International Conference on Innovative Research Across Disciplines (ICIRAD 2019)

Gamifying Balinese Local Story: Facilitating Gen Z in Learning English

Authors
Putu Kerti Nitiasih, Luh Gd Rahayu Budiarta, Ni Wayan Surya Mahayanti
Corresponding Author
Putu Kerti Nitiasih
Available Online 20 January 2020.
DOI
10.2991/assehr.k.200115.038How to use a DOI?
Keywords
gamification, balinese local story, gen Z
Abstract

Working with nowadays children, technology cannot be neglected to be involved in their learning. Gamification in education becomes very popular as one of the most effective methods in facilitating students’ learning. Inserting gamification elements in Balinese Local Stories was the purpose of this R&D research. In order to develop a gamified Balinese local story, the ADDIE model was used. As a result, 5 stories had been developed in the form of application with the insertion of gamification elements, like points, badges, levels, and leaderboards. The products had been judged by ICT media expert and educational material expert. Based on the result of expert judgment rubrics, the products were categorized as excellent application. As an implication, these media can be used to facilitate students in learning English.

Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

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Volume Title
Proceedings of the 3rd International Conference on Innovative Research Across Disciplines (ICIRAD 2019)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
20 January 2020
ISBN
10.2991/assehr.k.200115.038
ISSN
2352-5398
DOI
10.2991/assehr.k.200115.038How to use a DOI?
Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Cite this article

TY  - CONF
AU  - Putu Kerti Nitiasih
AU  - Luh Gd Rahayu Budiarta
AU  - Ni Wayan Surya Mahayanti
PY  - 2020
DA  - 2020/01/20
TI  - Gamifying Balinese Local Story: Facilitating Gen Z in Learning English
BT  - Proceedings of the 3rd International Conference on Innovative Research Across Disciplines (ICIRAD 2019)
PB  - Atlantis Press
SP  - 234
EP  - 239
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.200115.038
DO  - 10.2991/assehr.k.200115.038
ID  - Nitiasih2020
ER  -