Pendampingan Pembelajaran English Fabulous Learning Mentimeter Berbasis Gamifikasi di SMP Negeri 1 Duhiadaa

Authors

  • Pratiwi Samad Universitas Pohuwato
  • Muliani Muliani Universitas Pohuwato, Gorontalo, Indonesia
  • Abdul Yunus Labolo Universitas Pohuwato, Gorontalo, Indonesia
  • Muh. Wahyuddin S. Adam Universitas Pohuwato, Gorontalo, Indonesia
  • Fairus Suryani Munir Universitas Pohuwato, Gorontalo, Indonesia
  • Kurnia Kurnia Universitas Muhammadiyah Mamuju, Indonesia

DOI:

https://doi.org/10.70609/icom.v4i4.5597

Keywords:

mentimeter, gamified learning, learning of english, english kearning apps

Abstract

Theprogramof gamifies fabulor learning using mentimeter was supporting the students and teachers’ skill and creativity in designing IT-Based learning. The method employed utilizied the fabulous learning with Mentimeter. Based on the outcomes of the initial community empowerment activities, the following conclusions were drawn: 1) participants demonstrated high interest and motivation in learning English and actively participated in English lessons through applications like Mentimeter, Duolingo, Memrise, Quizlet, Quizizz, Kahoot, and Quizwhizzer; 2) participants developed an understanding of using Mentimeter synchronized with gamified English learning to improve students’ vocabulary, speaking, and reading skills; 3) participants successfully applied IT-based English learning applications via Mentimeter, Duolingo, Memrise, Quizlet, Quizizz, Kahoot, and Quizwhizzer; 4) participants grasped the concept of enjoyable learning, which helped increase students’ interest and English language proficiency; and 5) participants were able to develop teaching modules in the form of gamified e-modules.

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Published

2024-12-09

How to Cite

Pendampingan Pembelajaran English Fabulous Learning Mentimeter Berbasis Gamifikasi di SMP Negeri 1 Duhiadaa. (2024). I-Com: Indonesian Community Journal, 4(4), 2643-2652. https://doi.org/10.70609/icom.v4i4.5597

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